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(+1)

oh wow, it overhauled since last time i played it

So, still a neat concept, nice enchancements with hazardz/boost slots, couple of notes:

  • "stops interval" upgrade can mess up with (shortly) developed muscle memory or just plainly take the progression s l i g h t l y slower, there should be some slider/toggles to manage the delay between stops if upgrades are purchased
  • didnt really understand circle helper cuz it stopped advancing at ~9 o'clock, didnt get why's that, maybe due to rewind boost

hope there'll be something more to it on release rather than just "click in tact", cuz for steam's usual 2 hour mark-that might grow tedious and repetitive, because for "itch scale" its excellent, gl

Hey, thanks for the words & the feedback!

For the circle helper, the thing is the circle stops when the hidden end hazard begin, so you loose the "benefit" if you use tye hazard without reducing it (maybe I should just make it work every time tho)

I'm not sure how to make it evolve for the full game yet (or if I'll pass the 2h with this game tho ^^)