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Cool way of using physics to advance through the platformer. I wish the hero was a little bit stronger. I had to bash the boxes many times before they fell over. Maybe it’s done on purpose?

I also use Phaser and Matter for my game entry, and it’s not easy to get those physics parameters right. My game is too slippery (though I’m working on fixing it.)

Well, to be perfectly honest the poor physics is not exactly made on purpose, but I think it fits the theme "60 seconds of hell" very well.