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This was wild in the best way. The momentum-based platforming really shined when it clicked, and some sections felt incredibly satisfying to master. I also appreciated how the map loops back around, there’s a clear creative vision behind the level design and working with the theme well.

That said, I definitely got stuck a few times. Some areas felt like they required a bit too much trial and error, especially without a reset or checkpoint system. But I get the “ragebait” angle, and if that was the goal, you nailed it :p

Really cool concept overall, and I’d love to see it expanded into a more refined version. Great work for a jam!

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I’m happy you felt it that way, I wanted to give a satisfying feeling going through some jumps :)

I thought about putting checkpoints in but I couldn’t do it because I was too tired and I felt if I put them on, it would bug so bad, even I had a sprite for spikes to give more weight to the checkpoints...

I went with the no reset/checkpoints because I wanted to do something similar to a map called Deep Slip from the game Trackmania 2020, where you could go around the same area in order to go to the next with some speed checks, where if you fail, you need to do the same area again or do “recovery” routes, in this game would be the checkpoints and the woods as speed checks, but I couldn’t did a physics I felt good with so I went and did a “troll” design or something rage baiting at times. Even while testing, it felt a bit frustrating hahaha

I also wanted boosters and woods be vertical, not just flat, put loops like sonic, I haven't play that game but due the theme being loops, but more and make the map more loop in a sense you go through all the levels at the end in order to break the last wood

I’ll be continuing this game but trying to do it as I wanted to, so it’s going to change a lot from this version haha, also to keep learning about momentum and movement in general and apply it to more games!

Thanks for playing! :)