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Really enjoyed it. A mini-metroidvania where the player is under intense pressure to find exactly the right pathing. Very hard, I wonder if the default time should have been 20 for a game jam. I would have liked to spend slightly less time re-running the same very easy first 7 seconds only to be punished by missing exactly one jump.  But the controls felt super solid, and I always appreciate when player instructions are designed into a game environment. 

Agree with others, I was looking for some polish to push it over the edge (particle effects, more diverse lighting) but that's asking so much in 96 hours and it's only because what's here is so solid. I think it's a great use of the theme, and one of the better implementations of this idea that I'd seen. Nice job. 

Thanks for playing and your comment!
I understand your point on 20 seconds as a default time, but the game is all designed to reach every "checkpoint" in a little less than 15 seconds, if the time was 20 seconds maybe someone who is really good at this kind of games could skip some parts because that little time difference, and that would feel bad for that player, it's hard to set a time that fits every player, I tried setting different times and I think 15 is the best because it feels doable but also hard and demanding.
Thanks for appreciating the tutorials on the game environment, I don't really like to use some kind of UI to explain the controls, I love when other games do the same, it feels so immersive, and as this game's background is practically a solid color is like the perfect scenario to do it.
Yeah, I wanted to add some more visual effects that would make the game look better, but as you said there was only 96 hours and I rathered to spend the time on make the game feel better than look better, would have love to implement some dash or jump effect or particles when walking or sliding on a wall :(.
Thank you again for playing and the feedback!