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(+1)

Thanks for playing!!!

Original design idea was that the players would be able to duck behind those humps. But then, to make the game even more challenging we allowed the particles to phase through the humps. I think the best way to win is to stay afloat in air.. That way you get more room to dodge... but then when you get hit, you lose distance... I'd say sticking to ground is a safe play style but slow.... while staying afloat is faster but risky IMO.

(+1)

ah makes sense! Thanks for the explanation.. it's always illuminating to peek behind the curtain, to understand the reasons for certain design choices! :)

Thank for playing Wei,

Yeah there is more risk/reward for being air born vs a steady but slower pace on the "ground"