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Art is really good and cute. (I'm just going to ignore the blurred elephants in the room.) 

But the level design is shockingly cruel for what's the very first level of the game. Gave up on the section after the penguin with ceiling spikes. 

Doors that you need to somehow shoot while managing the rest of the platforming is just a lot of inputs to consider for being this early in the game, and I still haven't even managed to really get used to X>Z because I'm too used to jumps being on X from other games I've played. Would definitely appreciate a way to rebind those keys. 

It's certainly a choice to be going for such high difficulty, but I think there should at least be more checkpoints to  help isolate each of the skills you expect a player to be using. It feels like a puzzle game mixed with really strict execution, and I'll admit that I'm probably not the target audience for this. 

(+1)

Ty for playing! And yeah, it’s not for everyone. It’s my autistic vision for the game to be this difficult, I just don’t want it to feel unfair. I’ll probably add things like a quick respawn like in some SMW hacks or a low-effort assist mode with save states.