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Thanks for the honest take—I appreciate it. You’re totally right about the camera pan and the cutscene; that’s on me. This is my first real game (outside a couple of Brackeys tutorials, haha), and I did aim for a bit of a rage-game vibe—the camera hides what’s below to keep things tense. But I get how that turns jumps into blind gambles and makes the dead ends feel unfair.

I also kept the level count and platform variety pretty limited on purpose—I’m solo on this and wanted to keep the scope manageable so I could actually ship the jam build.

I’m updating it to be more robust: skippable (or one-time) intro pan, faster camera, movement locked during the cutscene, plus cleaner layouts with fewer no-return traps and better hints about what’s below. Thanks again for playing and for the detailed feedback—it really helps me tighten things up.