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Gotcha. The windings indeed are uncapped right now, and yes they are tied to the health of the player. I think it would be fun to have the sensitivity increase a bit with the highest number of windings but still keeping it capped, so as to let anyone who is trying to speedrun gamble on having a harder time trying to skip platforming sections. 

As for the health, I would have to think about how to make it more punishing, as currently the number of checkpoints is a pretty good number. And the consequences to dying during the boss fight are low.


During the final fight, you can wind down to extremely low number of spins. This is because the attack has no cooldown, so that way the boss will move extremely slow and you can end up with an insane number of hits , at the cost of having to dodge end second as the boss would usually deal a 100 spin damage, leading to an instant death for you!