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Thanks for the feedback! Luckily, I was able to reuse some of my code from previous projects to make sure the movement felt solid.  I’m super happy when I hear that people strategized the order that worked for them! My priority was to focus on dynamic difficulty that lets the player choose their own path. Vertical downward movement was definitely my largest struggle in the level design, and I’m sorry to hear that it didn’t work near the bottom of the map. I’ll definitely try new ways to communicate where you can and can’t fall. I remember that in Shantae skulls would appear over death pits, so maybe that’s something worth stealing from. Thanks for checking out the game and I always appreciate feedback from my gamer brethren.