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I reeeaally liked the rotation -> jump physics in this game!! It feels like it allowed for a lot of skill expression, so that you can kinda speedrun some sections and skip some steps on replays. I took the lower path in the start with all the LPs and cogwheels, and I tried it soooo many times until I realized you were just supposed to stand still on the edge hahah, I thought it looked very satisfying when I figured it out!

That you can apply more/less rotation on most spinny things is super cool too, but I kinda wish that there was a little bit more control mid-air, or at least less precise platforming at some parts, especially the parts with the white plates. Having unlimited speed buildup is cool, but I think that limiting the spinning speed to the "required" speed to jump to the next platform would decrease randomness of jumps, and in turn, create less frustration :b

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I think you summed up how I feel really well. 

Plus I did the exact same on that bottom path lol! I love a game with a goobly lil guy :3

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Thanks for the feedback! I tried to design the level to make it interesting with the few assets we had, I'm glad I caught someone with the saws in the conveyor belt ;). 

We tried to give as much control to the player as we could, so we added to cancel the jump pressing space mid-air, but it's hard to understand and not explained within the game. 

We'll polish all those aspects, I'm looking forward to see how speedrunners would play the game.