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I think this concept has a lot of potential. I like the loose Octodad-esque physics as they make it fun in a casual setting and they're easy to pick up. The visuals are well done and in line with the XKCD aesthetic, although some differentiation between which objects were solid or not would have been nice.

The biggest thing holding this game back is the seemingly arbitrary abilities and progression. I couldn't figure out what the abilities did or if they were having any impact at all on gameplay. I similarly was puzzled on how my airtime or flips were adding to the progress/XP bar. Actions should have feedback, so there should be feedback for the actions you want the player to take. You have a good start to this with the level up sound effect and the "FLIP!" text, but I think you could still improve in this area. Here are a few things that I would add:

  • A text popup that lets the player know if they've beaten their longest airtime, similar to the "FLIP!" text
  • A text popup showing how much XP/progress an action has given
  • A tooltip or text description of what each powerup does. I like that they're there, but it doesn't help if I don't know what they do.

All things considered, this is a good start with a lot of room for growth. I look forward to seeing where you take this if you have more than 48 hours to work on it.