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This game is pretty cool. I like the idea of climbing up falling blocks to advance as it keeps the level layout dynamic. I also like the super jump mechanic as it forces you to make yourself vulnerable in order to access a movement ability whereas most games reserve charging for attack abilities. The game also has one of the better visual and audio presentations of the jam. There is no denying that his is a well put together game.

While the game's core mechanic certainly fits the theme (which is more than I can say for some other entries), I feel that the pairing as it is implemented in this game is almost entirely arbitrary as the two mechanics hardly interact. The issue essentially comes down to the fact that there's never a reason to shoot but not jump or jump but not shoot, so the fact that I'm forced to do both simultaneously is inconsequential. Downwell also combines jumping and shooting, but you have limited ammo in that game, so doing one limits your ability to do the other. It also means that you can't fall and shoot at the same time, so you have to stop firing if you want to fall straight down. To Jerry's credit, you do have to stop shooting for a moment in order to charge up a super jump, but, other than that, they may as well be separate buttons.

All this is not to say that the game is bad; on the contrary, I found it rather enjoyable, and combing the buttons does at the very least simplify the control scheme, so It's not like the mechanic is entirely pointless. I'm just saying that the game could benefit from having more tension between jumping and shooting by having one mechanic have notable consequences for the other.

That aside, this is one of the more competently put together and complete feeling games of the jam. Good work!