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Omnikar
Creator of
Recent community posts
Cool game! Though I will admit I've seen the premise of clones that mimic your behavior a lot in this jam. Overall I'd say the main thing hindering my enjoyment of this game is the fact that I can't see what my clones are doing off screen; there was one level where I kept dying due to an off screen clone, but I could never tell what was actually causing the clone to die. Unfortunately I'm not sure what the best way to solve this problem would be. Perhaps levels could be built at a slightly smaller scale, so that more of the level is visible at once? Or maybe just zoom out the camera?
In my mind the "whole puzzle about the introduction of the jump height mechanic" was what level 6 was meant to be, but I figured I'd add a couple additional steps to get the box upside down (since they were steps you basically had to do in level 5 as well), but I guess I fell victim to the creator finding their game easier than the players problem, and underestimated the complexity that level 6 ended up adding to the discovery of the jump height mechanic.
Yeah when I first had the idea I was on the fence about whether to put it in, and my initial implementation of it went more for realism by making your jump impart a constant amount of momentum, meaning that not only would you jump higher with inverted boxes… but also lower with normal boxes, but in my opinion that ended up impeding the playability too much, so I was about to scratch the idea entirely, but figured I could just simplify and say that your jump speed stays constant, rather than momentum, so you jump the same height with a normal box and higher with an inverted one.
This game is fun! And had me hooked for a while, but I have a couple grievances. Whenever I would end up hitting a rock or electric field, it would often end up with me immediately getting knocked into or flying into another obstacle (the electric effect on the screen definitely doesn't help), and overall it just felt really punishing. Maybe adding invincibility frames after hitting an obstacle would help? My other main problem is that it's really hard to tell where the tether is actually going to fire; the aim indicator barely helps. I'm not sure what the best way to address that would be though. Unfortunately I didn't make it past the second stage—I got close a bunch of times and then ended up getting combo'd by obstacles like I mentioned.
Overall fun premise! The game also establishes the atmosphere really well :)


