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Thanks so much for playing and for the thoughtful suggestions! I really appreciate the feedback.

I’ve been thinking about collectibles too—my current idea is to have three hidden “special items” in each stage, which would encourage exploration and interaction with the level beyond just reaching the exit. That way players who want more challenge can go for 100% completion.

I totally get the idea of time-based objectives! I was never a big fan of every level being timed, but I do like the thought of having special short challenge stages with a strict timer to add variety and stakes.

As for enemy interaction, you’ve got me thinking more about separating the different attack types. Right now, both stomping and boomerangs can defeat enemies, but I’d like to shift that balance:

  1. Stomping would be required to defeat or damage enemies with health pools.
  2. Boomerangs would mostly stun enemies, maybe knock them back, but not finish them off—making stomps or bombs necessary to land the final blow.
  3. Bombs would be limited but powerful, instantly defeating smaller enemies and heavily damaging larger ones. Using them on a stunned enemy could even trigger a critical hit.

That kind of variety could make each tool feel more distinct and strategic.

Thanks again for taking the time to share your thoughts—it’s been great hearing what people think of the game so far!

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No problem, and I am happy I could help.