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Out of all of the submission follow-ups from last week - this was one of the ones I was most excited for and am glad that you've kept up the momentum from last time! The new mechanics were super fun to play with and almost feel like they're pushing the game into a distinctly musical direction (with jumps serving as metaphorical minims and the emphasis on keeping platform cycles in mind) which in my view aid in building the an intuition when puzzle solving. IMO the best puzzle games are the ones where you slowly become attuned to the systems over time such that you can "feel out" a solution without having to think methodically about the particular puzzle. I found myself approaching that state near the end of my playthrough here.

I did find that there was a significant difficulty spike just after the jump is introduced as you're quickly made to learn 2 (3 depending on how you count it) mechanics more-or-less at once which is a lot to take in. I would probably suggest giving each mechanic a little more time to breathe on its own to help build starting intuition with each new piece added.

In terms of improvements some of my previous suggestions still apply (ghost of previous attempt, rewind feature?). Otherwise, adding a type of platform on a 3-cycle could I think add a ton of complexity, and lean further into the musicality already present.

Great work - I wouldn't be surprised if you place first once more! 

Wow, thanks a lot for the heartwarming feedback! I'm really glad you liked how things went.

I had trouble indeed sizing how hard the last levels are at the time. With hindsight I do believe you that I should add some more levels in-between to smoothen the difficulty curve. As for the game improvements you suggest, these are great ideas. I particularly regret not managing my time well enough to add at least some history listing the last attempts for reference (and I should take your game as a model since it is a great example about how a good UI adds a lot).

Thanks again for all your supportive words!