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Good idea, but I have to question the choices of having everything in the game made of ice physics when every platform is so narrow, and the timing has to be so precise.

It would have greatly helped to have a key to maybe fall faster, because it's not really a rythm game when you have to predict the jumping time itself in addition to thinking about the tempo.

Really hard, but I finished it. The goal is to just avoid most platform to only focus on finding which points of contact you are supposed to have, which is weird but interesting in a way.

(+1)

Yea, your right, post thinking I probably shouldn't have made it ice physics but with tight physics it was hard to come up with hard levels imo, but idk, the rush of time fogged my thoughts and other perspectives :P, and that key to fall faster is a pretty interesting idea.