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(+1)

This was such a cool game to play through, I can totally imagine how awesome it would be to see a full version of this with more polish and time! I thought the presentation was lovely - the sunset outside with the music was such a nice vibe, and it felt intense when the drums kicked in after triggering the meltdown!

Personally, I think that this game would benefit from doubling down on making the spinner feel a bit more "slippery", and design stages that allow players to exploit that. Right now, the player has a bit too much control over movement, which is uncommon in these kinda platformers - a great start would be to experiment with using accelerations and velocity, instead of input simply adding values to the player position (especially for air control, as right now it's easy to overshoot the platform you wanna land on)!

I also think that the wall slide/jump was a really fun mechanic, but it was a bit unpredictable and could break level design (which can be really fun, admittedly). I think that making so that it launches you upwards and away from the wall would be a bit easier to both design levels for, and to learn as a player!

Also I have no idea if that's the inspiration, but I remember really loving messing around with the spinner item in Zelda Twilight Princess, and this really reminded me of that [:

(+1)

Wow, thank you so much for the kind words, glad you liked the presentation! We actually tried to have the player move with acceleration, but couldn't rally figure out how to make it feel right. Also yeah the level wasn't designed with wall jump and slide in mind, there was supposed to be another level for it, but we had to cut it for time. Also yes this game was inspired by the spinner item from twilight princess, really love that item :)