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Beautiful art; I'm amazed at the level of polish that went into it! Congrats!!!


Sadly, the situation is a bit worse in the gameplay department, and by that, I mean the player movement not aligning with the level design. Decceleration wants it to be a Mario, momentum-based, good for horizontal movements; however, the level design pulls in the Celeste precision platformer direction. This creates discouraging moments when deaths don't feel deserved.
PS The gravity also felt off, maybe cuz after a flap it's stronger than at the top of the jump?

(+1)

Thank you much, and I appreciate the review! 

Yes totally agree with you that the gravity feels a bit off, and I have hopefully addressed it already on a new branch. This was intended to be a very challenging platformer, perhaps even a rage game :)  The goal was to be just a bit harder/ more technical than Celeste was.