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A member registered Jul 12, 2017 · View creator page →

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The idea was that the same mechanic could be used for movement to protect yourself and access new areas, attacking by means of getting things to destroy each other, and puzzle solving. So even though it you can only use it one way, it does serve multiple purposes, at least to me. 

I agree though, it's not quite at the state I would have liked. Didn't have time to get too far into puzzles/level design and there aren't as many enemy types as i would have liked. I wanted to make some enemies that couldn't be swapped, or had to be hit from certain angles. Also wanted to try making an enemy that would have the same gun as the player and would try to swap with the player while it was on top of traps. Ended up getting a little limited just because art would have taken too long. 

Thanks for playing. 

Ah that makes more sense. makes it a bit easier to control. Really cool over all. I found the effects (screen shake, recoil) eventually started to becoming annoying the longer i played. Might be neat if you could think of a reason for the recoil and the bullets bumping down when you jump on them the be used as mechanics rather than just effects. 

Loved the aesthetic. 

Some of the mechanics felt like they were working against each other. such as the recoil when you fired and the bullets being kind of far away when you shot made it so it was difficult to set up jumps, often recoiling into the spikes right behind you. Then also bouncing off of a bullet when you land on it made it so you had to spam jump to do what you wanted to. 

I also got a little confused when i first got the gun because the breakable blocks weren't too clear, and felt like i was supposed to go backwards, but that's possibly just unlucky as it wasn't my first reaction to just fire the gun randomly (partially because i had to go look up what button fired it). Possibly  having  space behind the blocks in that room open instead of just fully filled in with the breakable blocks would help, or possibly something to pick up on the other side it would entice the player to shoot it