Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+2)

Was a little confusing in the beginning, but once we got used to the movement, it was pretty fun.

Felt that it got too easy when the length of the tongue increased, though. Maybe you could try to set a fixed a length and increase the difficulty with some level design magic.

Also, it was a little hard to tell when the chameleon was fully attached to the walls, maybe its just that it takes too long; but we liked the possibility of releasing the tongue mid-air to achieve some pro maneuvers.

It is a nice and interesting concept and really liked the style.

(+1)

Hello NidoCreations! 
Thank you for dropping your thoughts here, we definetly want to fix that weird positioning of Chamo when being stuck in some surfaces (also we need to fix the bug where you can go through some elements :') )
The first version of Chamo had a few levers to activate (they spawned some blocks to create new paths), then we thought about using a new bug that couldn't be eaten and could be used as a moving platform... but we had no time :(
Regarding the "tongue release" we wanted to add exactly that feeling, when we played Celeste we understood that giving those "advanced" tools to the player makes them feel really great with themselves.
Thank you again!!