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(1 edit) (+2)

Really liked that the easiest way to wiggle-roll to the left was to point the gun to the right - it created an interesting challenge. Here's some shots of my journey:
https://imgur.com/a/3BylMCC

Unfortunately didn't have time to complete what I presume is the last level - but I thought the level design and learning curve was pretty awesome. I was engaged for so long that when I accidentally quit and restarted from level 1, I could easily speedrun all the way to the level I was stuck at.

I feel like I have a deja vu though - is this concept done before or is it just me? Definitely haven't seen others do it this jam though, and since I enjoyed it and will give you the benefit of doubt that it's not reused, I'm giving you high praise. Great job!

Minor note: the jump felt very unnecessary. Perhaps it should be a last resort that can only be used if you have no ammo or something. It feels like a leftover debug feature that was surpassed by the shooting ability, since the jump is weak and you have plenty of ammo to complete a level even with mistakes, as long as you aren't completely reckless with shots.

(+2)

Thanks for the detailed feedback! Super cool that you made it past that one u-turn obstacle, it was only until the development period ended that we realized that part was way too hard.

Although it wasn’t the intended design from the outset, the movement ended up feeling pretty similar to Getting Over It, which I think is what you are alluding to in terms of the game concept.

I did all the levels with basically no prior experience in level design, so really glad you enjoyed it :)

I agree that the jump ended up being pretty unnecessary, definitely something to look at in the future. As for the clipping issue, it ended up being a pretty difficult problem to reproduce and fix, and obviously we were operating under a tough time constraint, definitely something I wished we could have improved.

Thanks for playing!