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I really liked the way unlocking abilities is tied to a goal to complete the stage. Probably the biggest shortcoming of this game is how janky the dash and double jump feel.  Timers for recharging just feels less intuitive than touching the ground in my opinion. Also, you can gain a lot of speed when starting to slide from at the jump maximum, which may be unintended(?) but speedrunning is no stranger to exploits like that. Fun game, with a neat twist.

Thanks for your feedback! I agree with the lack of fluidity in the first levels, and your advice to replace the dash timers by touching the ground makes total sense (we didn't think of that 🫠). And yes, the slide exploit is intentional on our part, this is inspired by the great game ✨SpeedRunners✨. We wanted the player to want to break our game in order to set records (and there is another exploit with how dashes interact on slopes).