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(+1)

It's impressive that you got all this music/gameplay/art/level design done by yourself in 48 hours. 

I got quite a bit of small things I would like to say about this game but don't take that as me not liking it, just things I would've preferred if you had weeks to work on this.

The "deflector" barriers that make you drop items blend into the background too much .If they were just darker and more opaque that would be better.

I really liked the puzzle where you were in the water with the hammer and spring boots and you had to jump up with the hammer, throw it up, pick up the boots,  jump up with the boots, throw the boots, then pick up the hammer in mid-air and break the wall. I wish there were more puzzles like that. I also like that you can mess up an attempt and then be ready to immediately try again. (Though I'm not sure that this is the intended solution since you can also break the wall while jumping down into the water with the hammer).

There was an overabundance of moments where you had to run back and forth to throw all your item over a ledge or something then jump over with the spring boots. 

There were too many moments where if you make a mistake in a puzzle you are soft-locked and have reset and go to the last checkpoint. 

Game is really stable for something of this size made in this time, ran into only a few bugs where I clipped on the terrain a bit or a slingshot spazzed out stuck inside a deflector.

Overall a fun puzzle-platformer with a good amount of content.

(+1)

Thank you so much for you feedback man, it means a lot. Glad you enjoyed it. Getting a stable game with decent content was 100% my main goal this jam, so I'm ecstatic you noticed. I agree with you on all your points. The only reason they're even there is because I didn't have enough time to dig into them. I kind of despise softlocking, so this game was really hard for me to make then realized there was so much softlocking involved (that's why I implemented the undo button and the checkpoints). Thanks again for playing!