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(+1)

Interesting mechanic, here. I got a little past the “good luck” message, then fell, and didn’t really feel like getting all the way back up again… the “foddian” concept, to be honest, is not my favorite conceit, because often I feel it doesn’t add much to the game beyond making failure especially devastating.

I enjoyed what I played before I fell, though. I might give the player a bit more air control, if that’s not too far away from the intent of the game - platformers without it I find can often feel a little awkward to play, since because it’s customary to provide higher air control, I tend to sometimes jump before reaching max speed, which doesn’t work well with controls like in this game. That might be somewhat up to preference, though. Good work overall!

(+1)

Thanks for sharing your thoughts! I did deliberately have almost no air-control, but maybe in this case it might not have been the best idea. I think it might work better in more controlled environments, like if the game world was smaller and contained to a single screen width-wise.