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(+1)

Cool mechanics that tie into the theme very well! I would have liked if the dangerous elements (spikes, crystals) were a bit more noticable since there were times that I died and had to take a moment to see what killed me. I was also confused why I would sometimes be able to double jump and sometimes not, maybe it was tied to the momentum. I also would have liked to be able to control my character in the air, if even a little, to be able to micro-adjust my landings last second - but I totally understand if your vision for the game includes not being able to move in the air. Great game!

(+1)

Thanks for playing and leaving feedback! Yes, the double jump is tied to momentum: you can only perform it when the yellow icon in the bottom left corner is lit up, before reaching a deadly amount of momentum (to prevent jumping a second before landing to not die, making all other mechanics useless). Also there is the option to control the character in the air by dashing left or right (LShift), and you can use it if the blue orb in the bottom left corner is lit up (once per fall), but it's very powerful and tends to be useful in larger movements like avoiding big obstacles. We will surely look in making more adjusted air options in the future! :D