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(2 edits)

Thanks for playing!
I definitely agree the wide pit room could use a checkpoint and some difficulty tuning, but I have to disagree on getting rid of being pulled into pits entirely. Part of the whole core idea of the game is to work around the flail's launching distance. It's always consistent (exactly far enough to slightly overshoot you at full extension), and I deliberately made it so that the flail stops at a wall on a direct hit so that you can control it. Keeping it from falling into pits would significantly reduce the challenge of the planning/routing aspect of the game. I could see maybe including an easy mode where it levitates all of the time, however.