Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I liked your game even if I never got past section 3 in the first level. I do like the music and the carry out with the effects in the game making it a well put together game. 

One suggestion is that after calibrating the gamepad it would have been nice if you could navigate the menus with the gamepad. But I also know game jams is a lot of hard prioritizations to get the game done. 

I took a peek in the source code and was interesting to see how you made your controllers inherit from Component and HasGameReference to make the inter-controller wiring that way. I've been doing very explicit prop-drilling for inter-state read/writes which has its pros and cons. 

Thanks for your comment!

That is quite intended; this game is meant to be relatively hard because there is only one level. Winning unlocks the speedrun mode, no more checkpoints! The principle is like Geometry Dash: playing again and again, losing but improving your skills each time.

You are absolutely right, navigating the menu with the gamepad was intended, but it's hard to prioritize indeed.

I am still experimenting with which ways are the best to handle all the game logic. From my game design experience, I prefer to organize the game's logic and "rules" as comprehensively as possible, even if it may have drawbacks.