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yo, incredibly sick movement mechanics in this entry. the movement speed alone makes the game feel very good to travel through, even with larger maps. upgrades are also really neat, and I like the idea behind the propeller. pie mode made combat more bearable, even though it also meant that everything dealt 2 damage to your puny health............. 

I'm not a huge fan of the way the battery works, though! the idea of your batteries being both your lifebar and charge meter, and the concept of temporary batteries sounds good on paper, but it falls apart in the later levels - being on low battery/health means that your movement and combat is heavily affected, especially when you consider how the dash costs TWO (2!?) batteries, and how the propeller costs THREE (3!!!) batteries to activate! i think it would be great if the upgrades could have their own cooldowns instead of sharing the battery meter - and maybe you could make the battery meter recharge on its own without needing to destroy enemies. the save points being regular and well-spaced helps reduce frustration regardless!

....Oh, right. I beat the game without the magnet. I am so sigma. Please make a game where you can beat with even fewer upgrades next time. I love that nonlinear minimalist speedrun stuff.  

I agree with you on the battery...

the one thing I hated while making this game was that I always knew when I was making a bad decision but I didn't have a better solution or enough time to fix it. Things like the background obscurity, the map / compass item, and the battery I knew were bad choices but I wouldn't be able to fix their problems. I tried a couple different ways but that was the one I landed on.