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I like this a lot! It's a good iteration on the "shoot to move" archetype by making sure you're ALWAYS moving, and I love how there are two different speeds I can use for movement. I do think the initial force for when you do the speed up should be a lot higher, since it ended up being difficult to get off the ground/change direction as precisely as the level design was asking for.

I also really liked your procedural generation! Hand-designed + randomness is definitely the best way to do it, and if you want to spice it up in a future project I'd highly recommend looking into the generation Spelunky does (if you aren't already familiar with it of course!) since it's the next logical step up to what you did.

Good job overall and keep up the good work!