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This game has a really cool concept, but has some considerable design pitfalls that made me quit right after completing all the double jump sections. I really wish that the levels weren't completely random, it got super monotonous super fast, and I was dreading adding more rolls to the random pool. Instead of the "dice-roll" style approach, I think a "deck of cards" approach would have been much stronger, where repeat rooms won't appear until you've cleared all the rooms in your current pool. This would have substantially cut down on how much I had to grind through levels while still keeping the core of the concept.

Also, I wish that the upgrades were more impactful in completing earlier levels. There are some levels that I feel should have been beatable in a new way with the double-jump, but just barely weren't, and I had to complete them in the exact same way despite being upgraded. I can't speak for what the other upgrades do because I never got them.

Overall, this is one of the more creative concepts in the jam and a great take on the metroidvania genre. I feel like with some design polish, it could be a super cool experience.