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(+1)

Thanks for the hearty comment! The boosts and skips are all intentional and were planned from our initial concept. I even considered excluding the basic jump on W or nerfing it substantially to force players to rely on the unphase boosts as their jump. I had hoped to include some speed run features like a timer and persistent scores to complement the phasing mechanics but did not get around to it in time.

I totally agree that the air controls need some work- I'll be investigating that.

I did consider altering the unphase vector by player input! On one hand, I felt this might betray the physics based movement that feels great when you nail it. On the other hand, if done correctly, it could really enhance the player experience. I plan on experimenting with this a bit and really appreciate the note.

Thanks so much for playing and your in-depth feedback!!!