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I like the concept, but it doesn't really feel like you are a boomerang as the monkey never picks you up or has to throw you again.

Maybe adding a certain time you can spend away from the monkey could add more depth to the gameplay and make you feel more like an actual boomerang. For added strategy, maybe if you don't make it back in time the monkey would have to pick you up, risking damage? The longer you stay away the more damage you'll do, incentivizing risky gameplay? Just a few ideas, there's plenty of ways you could go with this.

(+1)

Seems like you didn't use the dash mechanic. Tried to explain how to use it in the game with the text but I get how you could've missed it. Basically you have to return to the monkey for it to reload your dash count, and you need dashes to deal enough damage.

You're absolutely right. I did dash but tried to conserve the last dash since it wasn't indicated in the text that it was refillable. Looking at it now, you can be caught by the monkey, you are just not told how until you run out of dashes. My bad.

Didn't really know a better way to communicate that lol, sorry for the confusion

There isn't really, I actually like that you kept that information until it was necessary. It was a good decision, I just happened to play like a goober.