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(1 edit)

I had replied in more detail on Github, but basically you do the similar inputs as in a Super Mario World shell jump: carry platform, jump, at about 1/4 of the jump height, release grab and make sure to re-press jump.

However, this section is actually optional - so if you ignore this part and keep exploring elsewhere, you can win the game too.

(1 edit)

In v1.1.6 (released today), Kaizo is made rather different:

- One is now forced to release in-air.

- One has more time to land on the platform. Generally, the timing is a lot easier now, matching the one in Kaaaart Race.

- Resetting the room is more natural now.

- If having the third ability (pushing), one can cheese the room by stepping on the platform then pushing it right. Not that this is actually much easier. My policy about Anti-Hub sections is that each section requires two out of three main abilities, and having the third one is OK to be of advantage.

- Speedrunners can complete this room now about a second faster, as one can obtain the platform now right when entering.