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(+1)

I enjoyed the clever ways in which a singular enemy type was reused to create various different challenges to overcome. 

The core platforming mechanics were in need of some tuning though, the camera failed to look ahead in the direction of travel to give some much needed telegraphing to what was upcoming especially when falling. The Jumping is floaty which might be intentional due to the dress flaring up but it broken as you can rapidly tap it when on the ground to jump 3/4x the normal jump height - this did save some backtracking when falling through the level though.

The level design was interesting but undone by the jumping bug. I appreciated that falling down in certain sections would result in a loss of progress rather than out right death but this was a source of tedium later into the level. A simple checkpoint system might have provided some relief from the frustration.

Overall though, this was a good platforming experience build in a very short time. It had some interesting moments of pacing given the restrained use of only a few core mechanics and some creative obstacle design. I would have appreciated the theme been applied in a more tangible way other than via a superficial framing device.

(+1)

Thankyou for playing and giving some feedback it is appreciated. We're probably going to patch up the roughness (like the jump bug) of it and throw up a V2. adding look ahead to the camera is pretty high on that list, I'd probably also add at least one checkpoint ~halfway through the level as well