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(+1)

So this was FUN.

First of all I've got to say, excellent mechanics. The ideas for how to use your death to create a resource in that place for your "next" run etc. - awesome.

The level/puzzle design was also very good.

The sound/art aspect is good, I've enjoyed it.

The movement - I was sceptical at first but the final level with dash+grapple+invert gravity combo proved me wrong. It felt REALLY good moving around that level.

BUT -  it was so freaking difficult. I did finally solve all levels but it took me ages. They were greatly designed puzzles - I just feel like I've skipped the first 4hrs of the game where I get to know this mechanics slowly in the small rooms etc. I didn't even realise what happened in the first room and the second one took me 20 mins, hahaha. 

The god damn crossbow thingy pushing the big block makes sense but this is something I needed to see in a previous level to even think about.

And yeah - I think the core  of the game is AWESOME. And all of my critique stems from the fact that this is a game jam game that doesn't have a luxury of having an introduction level to every little mechanic. I feel like in a full release this wouldn't be a problem at all.


Or this might just be a skill issue :D

(+1)

Thank you for all the feedback! Glad you enjoyed it and I fully agree that this would have been spread further out in a more final version with more levels for experimentation. and learning. The final level is a bit tricky, but it's so satisfying when you get good at it. Ideally a level like that would be more mid to late game but the Hollow Knight and Kaizo Mario in my brain needed it in the demo. Glad you had fun playing the game!