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A great platformer! Quite a massive amount of content given the amount of time.

The movement has a good amount of polish on it - walljumping, climbing up the wall and over ledges, coyote jumping all felt pretty natural. About midway through I had wished there was some tougher platforming, but then I got a bit of what I wanted on the right side of the map. I like a good precision platformer and could have done with a bit more of a challenge, but that’s my personal taste.

There was a little bit of finickyness with tighter spaces (Ex: the little area by the lever) where the character would get stuck in the ceiling, but thankfully it was able to slowly inch away from it and give me control back.

I do wish there was more to do with the attacking elements, they felt more like keys than tools to use for getting around the map.

The theming and visual style was very cohesive throughout the game - I really liked the look of the UI elements.

This was quite a feat, great job!

Thanks for playing! :D

Yeah haha, it was pretty tiring towards the end making sure we had everything in place in time XD I'm actually the same regarding difficulty in that I tend to like platformers on the tougher side. In retrospect we maybe should have added more difficult shells in the earlier parts of the game as well (something for next time!) :)

Oh yeah, that lever bit is really tight! Post-jam I think we're going to shift those blocks in that area up a tile or two so that there's more breathing space for the player. I want to try adding Celeste's nudging mechanic as well so that things like vertical jumps aren't invalidated because of nothing more than a couple of pixels of overlap with a ceiling, which I think will also help in some of the narrow spaces where you have to jump up.

I think we could have done more with attacking as well. We ended up adding it quite late, and then didn't really have time to factor it properly into level design and the likes XD I think next time we'll probably look to get any combat mechanics implemented earlier, which would hopefully make it easier to then design levels around them.

Thanks again for playing! :)