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(1 edit) (+1)

The atmosphere is amazing, just flying through an endlessly repeating maze of chains and streetlamps, chefs kiss, I love it. The gameplay could use some work, as I see it there is no reason to not just fall endlessly and never even make use of the (somewhat janky) hookshot, since falling seems to be by far the most effective at avoiding enemies while you aim behind you and pick them off. Which is a shame, because hookshots feel amazing to use when done correctly. In general, I think the gameplay could use some clarity; where are the enemies, when do they spawn, what do they do to hurt you, how can you avoid that etc.

(1 edit) (+1)

Thanks for playing! I do agree with your feedback, it was difficult to decide on game balance when there's not much time for testing so we decided to lean more into the easier side just to be safe, to not risk the enemies being too frustrating. Over time, the enemies do get faster, at around 1:30 they end up being slightly faster than the player can fall so they will eventually just catch up to you but they aren't too difficult to dodge. We considered having more enemy types and obstacles to deal with this but ultimately didn't have time to finish those.


 One of the earliest obstacle ideas we had was a giant moving wall that would spawn which would force you to either loop around the bottom, top or sides of the level but we ultimately couldn't get this to work well and decided to just focus on one enemy type in the time that we had. That would've been one way to prevent the player from just falling endlessly.