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(+2)

Very enjoyable game and extremely polished! The concept is solid and the execution landed. I truly enjoyed playing this, well done.
I have only a few critiques to offer;

1. Early on I got a camera bug where I could not rotate the camera 360 degrees around my character and was quite frustrated by it - but after resetting it went away.
2. I would add a few invincibility frames after taking damage from spikes - a couple of times my momentum had me bumping into the spikes twice and losing two boxes in quick succession when I was intending to just lose one.
3. And speaking of momentum, the movement is a little "slidey" - that's just a matter of taste, but personally when I am being timed I get stressed constantly having to decelerate and accelerate to that degree.

Really fun game, really cool concept, very amusing voice overs. Nice job!

Thanks for playing and providing feedback, glad you liked the game! About your critiques/issues:

1. The camera gets pretty buggy on the first playthrough and occasionally in web builds. I've noticed this a lot in my other games and don't know how to fix it. I'll try to figure out the issue after the jam rating period ends (the game might get a remaster and if I figure it out it will be patched)

2. There are invincibility frames, though very short and not well indicated. The invincibility time is somewhere between half a second and 1 second if I remember correctly. I was planning to have it be 3 seconds but during development, that changed after some discussion. In the remaster the invincibility frame time will also be increased.

3. The movement is intentionally somewhat slippery, the platformer is speed and precision based. This is because although it is a speed run platformer, you don't move super fast. This allows you to be a lot more precise with movements unlike games like Sonic. It's hard to make precise or very thin platforming considering the way that objects are placed (mostly in a 5x5x5 object grid except for zone 2 which uses 4x4x4) and the player script changed a lot over time, leading to the final variation which has minimal friction making you slippery. It also makes platforming tighter, which although wasn't the best way to do so, worked out alright in the end. If we do the remaster this will probably stay as is for difficulty.

The log voice lines were mostly done by Suave Lobster (mentioned in the credits) by the way. It originally was going to be much more ominous of a voice over but I'm glad we switched from that. Again, thanks for playing and providing constructive criticism.