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Extra feedback: the optional(?) area in the bottom-left corner of the map is blocked by an ice floor, even though the player can't shoot down. That would be fine if said ice floor wasn't also placed right after a spike corridor that's tricky to get past. Progression-roadblocks should never be placed after linear obstacles as a dead-end like this, so I recommend adding another destructible-block-floor just before the spike corridor.


By the way, TOWER ATTACK is a very misleading name for your Bennet-Foddy-clone (because what tower attack *actually* means is reverse tower defense), but if you're dead-set on making the mode's entire challenge based around that clunky jump mechanic, at least show the trajectory beforehand while the player is charging the jump, because right now, I don't see how it's possible to get past the second screen.