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(+1)

Ok I beat the game, and I have to say it needs a lot of work in the level design department, and the core movement mechanics. Flinging is cool on paper, but the execution here leaves much to be desired. I struggled with aiming anything properly which sucks since this is a game where if you make one mistake you are dead. One of the first tall cliffs is really annoying to get up on since it seems you can't get the angle right, and also you have to use both of your flings and you just barely make it at that... for one of the first jumps in the game! Also the part where you have to use the new item in an extremely precise way and then get to a random point on the map just so you don't die seems not thought out at all, I happened to get lucky by only having to do it twice, but I can imagine somebody rage quitting here. The boss just keeps the amount of HP it has after you die, which seems unintentional but was a big help there because it seemed like it would have been a big pain otherwise. Also sometimes it's just hard to see where to go. I know the blue light marks the doors but there's also blue light in other places, and it's not clear enough to begin with. The player is also strangely small scale compared to the level, and it seems like he should slide on the ground a bit if you aim into the ground , but you just lose all momentum so you have to scuttle across the ground.

I think there is potential to this idea but it needs a lot of work on the fundementals first before you add new content.