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Level Design could reaally use some work, cuz im only 2 levels in so far and the game already preventing me from playing while holding Space the whole time XD
Jokes aside I was able to make big jumps and skips bunch of sections, i didnt even found the unreadable jump epople was talking about here lol. This game could also really use visual indicators and props to help guide player in making decisions, you dont expect people to die  at least 10 times before clearing a jump, am i right? The game feels very cheesable if it is to be a rage game, in a good way tho, i enjoyed it!

Your feedback makes a lot of sense, after the jam we intend to focus on making the levels more fun and less difficult, the design is really made to learn from error (like Celeste), but of course the player cannot get stuck in something that is not It's his fault, I've currently adjusted the 3 levels of the game, but until the end of the jam we can't update.