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Fun concept that reminds me of those labyrinth marble games. There were a few "blind" drops where I'd have to commit to a movement since you can only pause when you're touching something and it would drop me straight into a hazard I couldn't see beforehand. Additionally, I think an indicator of where you should generally be going for each checkpoint would be nice. I think when you first go "outside" there's also some support structs that have no collision that kinda threw me off.  Finally, I think I accidentally soft-locked the game when I mashed space while it was resetting my position. Overall the game was pretty fun and I enjoyed it.