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NotTwist

12
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A member registered Jul 13, 2022 · View creator page →

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This is a very fun entry! I enjoyed big maze-like levels and the mechanics introduced in every level. There is a lot of replayability with time trials and the different surfaces on levels add a lot of depth and strategy.

My only complaint is a bit nit-picky but when i frantically try to click and move my mouse as fast as i can to beat the level I sometimes click on window borders and accidentally resize of move the entire window. Otherwise a very fun game with a lot to offer, congrats on finishing!

Very fun!! At first seems a bit confusing, but you get used to the controls and camera. The chaos of bullet hell in space is very exhilarating and powerups are fun. I would suggest to add maybe some sort of background to the scene so it is less disorientable, but other than that this is a fantastic entry, congrats!

Very nice small game! I really like the song and the interpretation of the jams' theme is very unique. Congrats on your finishing your entry !

Clever room ideas, very nice

Probably the coolest idea for this gamejam and also really polished! I like the speedrun aspect and how it ties into the theme of the game, and the artstyle is colorful and really fun. Overall a great entry!

Very cool entry, I like the aesthetics and the main gameplay loop!

Wow, what a nice game, especially considering the time limit! I really like the huge amount of puzzles, and it really feels like all main mechanics are well developed. The art style is minimalistic and polished, my only complaint is that in some levels you can softlock yourself and have to restart, which I found a bit frustrating. Other than that, this is a great entry!

Thanks for playing, glad you enjoyed it

Thanks for playing, the high pitch noise is kinda of purpose, I was running out of time and had no music , so I decided that a ear ringing noise would fit the "clear white space" aesthetic. Also I think it's kinda funny

Thanks for great feedback!

I absolutely agree that level with a "button" and second last level are harder than others. Without any playtesters it is hard to understand the true difficulty of the level. Ideally we should've made more "transitional levels" so players could get used to new ideas. 

We had many problems with the "dash" mechanic: it was supposed to be an "endgame" feature but players were randomly dashing through blocks and softlocking themselves at earlier levels.  Personally I don't really know the solution to this problem, maybe earlier levels don't need this feature at all and it should locked away with code.

Anyway, I'm glad you enjoyed our game, even with its many flaws

Hey, 

the little tutorial hint on level 6 (the big image below) is incorrect, it should be like on the small image below