Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I felt like Spider Blob, and I mean that as high praise. The movement in this game is really something, and it plays fair: every death felt like my fault and a lesson for the next attempt.

Piston Vault was my favorite map, a great mix of platforming while dodging danger, with Coolant Pumps’ built in race and Steam Vents’ close calls right behind it. Also, Professor Palmer teaching PalmLang got a real laugh out of me. Long live Palm++ :)

A couple thoughts if you keep developing after the jam. A harder mode where death resets you to 0% instead of keeping breaker progress could pull in players who want more pressure. The forgiving version is part of the charm though, so maybe that’s a difficulty toggle rather than a change. And you could sell danger cheaply by coloring words like “can’t” and “don’t” in the warning text. I misread “can’t” as “can” on my first run, which is what put the thought in my head.

Which map ate the most attempts from your playtests?

(+1)

Thank you for playing! In a late pre-release version of Piston Vault, the first corridor was 2 whole tiles narrower, it was a real thread-the-needle (my playtesters were not happy with the jump between the two first pistons lol). And colouring some parts of the tutorial text is a great idea, thanks!