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(+1)

I made it till the end. Took 31 minutes.It's actually pretty decent. The game starts boring,but becomes more fun as platforming difficulty grows.

I'd say puzzle element failed: if you wanted it to be more about puzzle solving, than it should reset levels entirely every death and make crate movement more predictable (I don't know how it can be done).

Relistening to the same lines (every death and at level start in some levels) is annoying, especially that you die a lot.

I don't know how I was supposed to solve the "last little puzzle" level.I didn't end up using any of two portal pairs.Succeeded with some precise platforming.

On that level it became apparent that character slips, when landing on the edge (does she have other than rect collider?), as that caused many deaths.

Speaking of that, did you know you could land without dying on the edge of a single big spike block (if you manage not to slip into other spikes).

I also almost got stuck under boxes in some earlier level. Managed to get out though.

I'd personally like to see more precise platforming: variable jump height, smaller spikes, farer-away camera and more platform-intense levels. But I'd understand if you choose to go for a puzzle direction.

I'd keep the game open, so I don't forget to rate once submissions close.

(+1)

Thank you for playing through all game! We've added checkpoints to almost every level because we didn't want voice lines play over and over again (except a certain level) Did you listen to all voice lines over again on PC version? I might be missed PC version doesn't have all checkpoints! (We were focused on get WebGL version working)

I indeed played the PC version. There were some checkpoints. But for example "it's actually time to kill you" (after the "last puzzle") level restarted from the beginning with relatively long voice lines.

Ah yeah I really should've find solution for that level