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A member registered Aug 07, 2017 · View creator page →

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Really fun! graphics could be better, but I found myself playing this longer than I expected.

Might I suggest using unlit shaders to give a more cartoony look?

Really cool game, I wanted to play more but I got stuck on the room with the semi-solid platforms that have eniemies you need to kill, I got stuck on the top of the screen and there is no way down or way to restart

sorry, im on chromebook

i cannot, the web version doesnt work

also how do you dive into ceilings?

you can very easily dive into the floor with no way out... the only fix is a restart of the whole game

can you add a r key to restart a level?

My review:

The game was amazing. I don't even like platforms that much, let alone impossibly hard precision platforms, but this one held me to the end. twice.

This game's biggest accomplishment is the amazing difficulty system. Somehow, you made the difficulty changeable in platformer! My first play though I found Vanish to fit just right, and I had a lot of fun with the later levels.  The second play-though on the hardest difficulty was just as great, it was like playing the game all over again.

The second thing that held me to the end was the controls and game feel. It always felt just right to bounce around in the levels. You get just enough control over your character to make each level a blast. Even just to hop around the main overworld is great. I played most of the levels.

The game has some minor issues of course, but I'm really just nitpicking here. Firstly the inner ring is horribly laggy, and is not help by the fact that it is large and hard to get around on its own. It might be improved with a button to teleport to the main area on it, but neither really hurts the experience much.

Overall, Its a great game. The aesthetic is cutsy and great, your character feels amazing to control, and the difficulty levels helped me play though in a great flow state. Every time that I though "oh god this game would be so good if it had 'X' " My expectations were met.

10 out of fucking 10.

yeah I said it.

Nah I mean it doesn't really fit, and also we all know that it is the base monkey from blender


Great, I'm glad to see you are adding more levels!

also what do you mean the monkey makes the game different?

art is great. some stuff I think needs work:

1. kinda throws you straight into it. I thought it was a cut scene at first. would be good to see controls pop up before that

2. re-spawn system is a bit annoying. If you get hit you immediately go to a seperate screen, and then after pressing a you get a total of 0 time to breathe before you are made to dodge the attacks. I died a lot in the opening moments just because you get no time to breathe at all.

3. Its really hard to tell where the attacks are and if you are going to hit them.

4 things:

checkpoints: maybe not every level, but maybe like per five. no checkpoints only really works for randomized levels. nobody wants to do the first 3 levels hundreds of times just to have a try at the last

more levels! love the concept, feels really nice. love to see more levels. (if there are checkpoints)

Longer levels like the last if you change the camera angle to where it is in the first couple. (the camera is really distracting and hard to tell exactly where you are at that angle)

Art is good, I'd smooth the rings out a bit to fit the cartoon style. (also remove that monkey, we all know where that's from)

overall I like it, but I didn't finish because I had to restart the whole game every time I failed the last one.

how do you restart?

I would Love to see this as a metroidvania

I couldnt agree more

I figured it out

Ok I figured it all out, and this is a really solid idea, with solid execution too. I even got to level 0, which was a joy when I figured out it existed

um where is the door?


great! the only problem is your using frame rate based physics so the game is easier on lower graphics... ( I had to put it on really low resulotion in order for it to be possible)

great! the only problem is your using frame rate based physics so the game is easier on lower graphics... ( I had to put it on really low resulotion in order for it to be possible)

you just made my day

I like the concept, but The grapple hook is too fun for you to want to actually fight the enemies,  and I feel like if it were more combat based than it would be better, maybe you need you kill the enemies to advance, also because swinging and movement is the name of the game here, I feel ammo isn't needed. I would love to see this re imagined as a arena shooter, where you grapple around in the asteroids, killing waves of enemies.

I fell like i run out of ammo in 3 seconds. Am i doing something wrong?

(1 edit)

thanks! Ive seen the video, and I tried to use it in making this

did you get to the end?

also what other features/bugs do you mean, I would like to know to release a slightly improved version

but anyway, thanks for the comment

It's ok that's I'm the only one

I'm just looking for constructive critisim

What the hell