Thanks for playing. Checkpoints are something we considered to alleviate some of the difficulty on Saturday night, but with the time pressure we decided to skip it. All the feedback we've gotten is making us wish we took the time to implement it before the deadline, and we've gone ahead and added them to the current build of the game. Thanks again for playing (and for making Epochess, I went back and played it again with someone and it's lots of fun multiplayer)
milowgamestudio
Creator of
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Thanks for the feedback! Something I asked myself during the entire development process was whether the flip should be instant or not... We decided to go with the "drifty" feel mostly because gravity-changing platformers are nothing new, and we wanted to try making a unique mechanic, but if tuning it and iterating on it more doesn't yield good results we may just make the flip instant and focus more on the hourglass time pressure through level design.
Very fast paced, hard to tell what is going on sometimes, especially with the boundary of the map being an invisible wall on one side and just coasting off the edge on the other side. Sharp learning curve mostly due to the control scheme, but I managed to reach the end after a couple tries. The art and music are honestly phenomenal but the gameplay feel is hard to come to grips with.
pretty cool concept, I got soft locked by taking the greedy cards on world 3 and then couldn't get my score at the right number to take the first zero launch fuel. At first I was confused about how to get a higher score but once I realized that the order you take the cards in is important it was just a matter of learning what cards are available per level and then the game plays quite linearly. Seeing big number go up was very satisfying lol.
