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I appreciate the feedback, your thoughts on the difficulty are valid, but it's definitely possible to go fast. I like placing obstacles in a way that lets players 1-cycle sections if they know what they're doing, so I'm not entirely sure what you mean by "punishing me for going fast." That said, the pacing is definitely different from a traditional run n gun since the main focus is really on the platforming.

By the nature of cycle-based obstacles, if you miss your window you'll have to wait, but there are also situations where there are other opportunities that you may not have considered at first. I do think I need to get better at subtly hinting at some of those so players can have an easier time. For example, some players never realized you can do a charged shot, or that certain platforms are semi-solid, which can let you skip cycles you might have thought were mandatory. Hopefully in the future I can get the game in a state more people are able to enjoy.