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A topic by null created 51 days ago Views: 94 Replies: 3
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(Edited 8 times)

Alpha 0.1.6

A windows build is up! The game is still designed to be a mobile game, but I realized that persuading people to first download the .apk and then transfer it to their phone and then install it is rather difficult. So have a downloadable .exe! 

  • Title screen! Not nearly final, but it's something for now
  • Main menu! This version comes with improvements to the menu system, it should be way more responsive and not misbehave
  • Finally fixed the pesky display issues (hopefully). The game should now correctly scale depending on your aspect ratio. (hopefully).
  • Settings! I've finally fixed the settings screen and now you can choose a couple of things (on mobile only, settings are disabled on the win build)
    • Enable/disable music and SFX - there is no music nor SFX currently in the game regardless but hey the option is there
    • Pick your dominant hand - flips the menus and controls to suit your handedness 
    • Enable/disable one hand mode - instead of using both hands to tap on left/right half of your screen, you can now use the upper/lower halves of your screen for input if you so desire
    • Enable/disable ads - I've decided to give control to the player whether or not they wish to support me, so if you find ads annoying, you can simply disable them for free! There are no ads currently in the game, but the option is there.
  • Lots of new objects to interact with, but are not used in the levels currently
  • Optimization! The game should run way better than it did before. On my low end device it's still not completely stable, but I'll take extra care to optimize the game wherever possible!
  • With that said, I've removed the main culprit of the slowdowns - the lightning system. From what I've gathered, android isn't very fond of multiple surfaces as they're stored in VRAM, and generally phones tend to have very little of it. I'm trying to find a better alternative.
  • Redesigned the first level to be way more friendlier and sort of act as a textless tutorial. Still, I haven't received any feedback considering level design so it might be heavily biased - this is something that I absolutely need to get right, so if you think that it's too hard or too boring, please let me know!
  • Arcade mode is no more. I've been thinking heavily about this and decided that ultimately, this is where I cut content. This was never planned, I just did it spontaneously without thinking how time consuming it would be. So right now I'm working on adapting the arcade levels into the standard mode. Bootcamp will still happen though!
  • Aaand this is where I regret not writing down everything I do (which I should!), as I'm sure there's way more than this, but my goldfish memory serves me this much

There's still a million things to do. Mainly graphically, the game doesn't look very nice. It is also quite short on levels - without dying, the demo can be completed under 8 minutes. On the other hand, there's only a few things that I need to add to the game that has to do with game mechanics. So in a bit, I will start focusing all my time on polishing and designing levels, and that should be it!

(Edited 3 times)
Alpha 0.1.7

Acting on the feedback I've received, here are the most important changes in this small patch:

  • Z and X is now displayed on screen below the ability icons for the Windows build. In the previous build, I noted on the game page that they are bound to left/right screen respectively, but it's no excuse -  because of this, some of you played the game with a mouse. My apologies!
  • The first, second and third level all received small changes to make them a bit more lenient - thanks to everyone who pointed out the things that didn't fit the difficulty curve. 
  • Added placeholder tiles to the third level so it's not so painful to look at
  • The swap blocks should be less likely to kill you - I've changed the amount of pixels you have to be inside them when they change so it's less punishing 
  • Halved the amount of camera snap back on death
  • GUI should now properly scale to your resolution
  • Made menu text more readable

Things that I've received feedback about but are not implemented yet:

  • Fix a bug where you can get stuck inside the corner of a swap block
  • A level between the first and second - currently the difficulty curve is a bit too steep 
  • More checkpoints - not entirely sure where would be best to squeeze them, but I'll think of something
  • No sound, this is mandatory, but I still haven't took the time to find some nice free sound assets
  • Revisit the first screen of the first level. Make the fact that you can double jump more obvious. I spent a lot of time doing this already, but I was told that it isn't enough! I want to avoid textboxes at all cost, so I'll have look into adding more visual cues
  • Maybe make the blood effect rainbow colored to make it suitable for children or disable it altogether

Thank you everyone for sending these extremely valuable points of criticism! 

Alpha 0.1.9

A very small update getting rid of the placeholder player sprite - I barely started learning and practicing pixel art and felt inclined to use my own art for the player character. It still only has a very rough running animation, but I plan on improving it as I get better at doing pixel art. 

Oh and dust particles are finally in! 


  • Polishing the difficulty curve - made the earlier sections way easier, as well as redesigning pretty much every level.
  • Time stop ability has been tweaked:
    • duration +1s,
    • cooldown +1s,
    • now it increasingly slows you down over the duration,
    • leaves a trail of afterimages and turns the world to sepia (I'm toying around with shaders so there's that)

  • The button icons now popup when you get a new ability, hopefully to help players realize that they just got a new ability
  • A new area with a new mechanic - you can now ride a rocket (still very much wip)

  • New animations for blinking