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I love platformers! What a fun little game too. Built well for speedrunning, solid mood, and is visually stellar. In terms of specific things I would adjust or change; the map gets really stale after a while. The variations on mechanical availability and platform placement help, and I understand that the core tenet of the game is that the map stays (essentially) the same, but it does need a bit more I think. Maybe an escape sequence at the very end where you leave the workshop into the "real world"? Secondly, the double-jump and hover being bound to the same button feels very awkward. There were several situations where I would be on the downswing of the first jump, go in for a double jump, and then hover because I was technically following. I would personally say that going all in on either double jump OR hover would be a better solution here (mostly because I think the hover is kind of redundant compared to the double jump - I used it WAAAY less), or bind the hover to a separate button. Finally - and this is more a personal gripe - some of the particle effects felt really out of place? Like, I couldn't deposit at the other white particle orbs but I didn't really think there was a mechanical purpose for them either? IDK, maybe there is and me skipping the intro cutscene by accident caused me to miss it.

Overall, very solid entry, barring a few very minor complaints! Congratulations on finishing under the deadline!

Thanks for playing! Definitely agree on the map variation, the tradeoff was absolutely between gameplay and atmosphere and I leaned more towards atmosphere, though obviously I would have loved to do both given the time. An escape level definitely would be interesting too! The double jump is actually a "bug" that I found pretty early on as a consequence of the relatively generous coyote time, hence why it's not mentioned in the controls and is "mapped" to the same button as hover. I left it in because it can really speed up some of the later levels but I didn't want it to be a core mechanic either. The white particles that aren't a part of the dropoff location are actually just the spawn locations of the core items, though I definitely see how that could be confusing. Another thing I went back and forth on and eventually decided to leave as-is. I'm glad you enjoyed it overall :)