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The concept is super interesting, and the game itself is very polished and fun to play. It is rather difficult, but that's totally my jam so I'm all good with that.

The movement feels nice, and the animation of the ball rolling is cute as heck. My only grip in this department is the wall jump. Not because it's not intuitive to use, on the contrary it feels nice, but I think the levels required such precision with it that sometimes it was a bit frustrating. I felt that especially on that level with the constant vertical lasers.

But other than that, it's an extremely fun puzzle to play, and figuring out how to do the trip section in order to have a feasible "trap" section was awesome. It works very well.

I beat all 10 levels (fair and square). However, during level 10 I've found an interesting game breaking bug - which I could see being used to speedrun the game haha. The thing is, if you get to the end of the trip part and press R and then E, you're transported to the trap part but the trip character never shows up again to trigger the traps. So you can speedrun the trip section as clumsy as you want, then "kill yourself" while entering the door and then speedrunning the trap section as well without any dangers. Just letting you know, this bug hasn't affected my experience in any way, but it was very interesting to find it haha. I would definitely run the game again if there was a time trial mode just to see how fast I could beat it.

Great job!

Good concepts are what I strive for, so I'm glad I hit the mark. 

I should've made a lot of the wall jumping and overall platforming a little less demanding, since for me it's not too hard since I made the game. Need to build levels with someone with no experience in mind, which is a design factor I need to get better at.

I find the best way to get vertical height quickly is through sliding up walls (Which isn't really explained :/) So instead of Rapidly jumping between the two walls, instead jump and slide up the wall. You gain a lot more height by doing so, can easily test it by jumping by a wall, and then jumping while pushing into the wall.

Dang, I thought I didn't have any game breaking bugs in this one! I guess I need to make a R key reset the doors collision trigger.. I guess Godot doesn't count teleports as leaving a body.

Thanks for the extensive review!