Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

This was surprisingly pleasing to play! Just goes to show you that flashy graphics and polish don't make up for creative thinking and attention to the player experience.

You chose a relatively nice size for the platforms, and the jumps feel spaced out comfortably (but not too comfortably), and I found myself bouncing between making jumps easily and just making them at first, which was nice. The lack of variation in shape and detail led to a couple wrong turns for me, but I did like the up/down variation.

You went for a big twist 1/2 way through, and I have to say you almost landed it. First time I reached the high-up/drop down I suspected you'd pulled a "dummy route" on me and was a bit frustrated - second time I went around I realised you expected me to jump down, and I was quite impressed! The view from that tallest platform let me see the rest of the route, and it felt like a clever 1/2 way break. If it had only been signalled a bit clearer, it would have been perfect.

Unfortunately I didn't finish it ... smart move halving the platform size towards the end, but it was too much challenge without a checkpoint for me.

But smart work, and some nice creativity on display!

Thanks for the feedback. Though I am quite sure there is a checkpoint both on the platform after the big fall and on the platform right before the platform size decreases, They aren't visible though, which of course is probably something I shouldn't have done.

I might have just missed it. One of the issues with blockout is that it can be hard to work out your position, but we'll deal with that in the future! :D

yeah, I was struggling with that. I know how to save and set the player rotation, but it doesn't affect the follow camera. I was trying to figure out how to set the follow camera's relative position when respawning so you don't get turned around when you do, but I didn't succeed.