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(+1)

Nice devlog. The idea of changing the jump rules in a puzzle-platformer is interesting because it can affect both movement feel and puzzle readability.

One thing I’d watch closely is whether players understand the new jump behavior from the level design itself, without needing too much explanation. If the first few levels teach the rule through safe, obvious setups, the later puzzles can probably get much more creative.

The turn-based puzzle-platformer mix is a strong hook.

Thanks for checking out my devlog. I'm glad the hook is strong.

I've structured the progression so that game mechanics are taught one at a time, without having to read huge walls of text to understand how to play. Give the demo a try and let me know what you think.

(+1)

I tried the demo for a bit. I don’t usually play many puzzle-platformers, but the difficulty curve felt manageable so far.

I liked that the rules are introduced gradually. I’m curious whether later levels add usable items or tools, or if the challenge mostly comes from combining the jump mechanics in more complex ways.

Glad to hear that about the difficulty, thanks your feedback!

Great question. The jumping mechanic will be the main hook but the game is still being designed and built out, so things like items and tools are certainly a possibility. 😉