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(2 edits)

This is one of the best I tried, nice music, nice sfx, nice art style, solid everything

what is really selling this for me is the level design, IS THIS REALLY MADE IN 4 DAYS CAUSE WOW, you took the simplest idea and made it shine so brightly, so many mechanics and ideas that happen because of the level design, shooting arrows midair? getting big so your shots are heavier? this is all creative and fun!.

this is all great for a jam game, the attention to detail is great, soft locked myself a few times, was extremely happy because of the restart button, I CAN FEEL THE EXPERIANCE BEHIND THIS GAME.

Would have loved some minor sfx and music changes when player or objects are in a different sizes, lower pitch on heavier player, small screenshakes on heavy jumps or heavy arrows falling, faster music and higher pitch sfx on small player especially since you made the actual player faster, but honestly this is knit picking

IF YOU ARE MAKING A POST JAM VERSION ILL BE WAITING FOR IT, THIS IS GOOD.

Wow, thank you for the extensive review. I am surprised I was able to hammer all these levels out in one day...

I've definitely have gotten a lot of experience in making game jam puzzle games, and I've mostly learned that making something simpler is most of the time going to be better.  I also got pretty lucky with this mechanic, since it worked very well within a puzzle setting. You know you got a good concept when making levels isn't too hard. But, I was scraping for some ideas near level 14 and 15.

I love your idea of changing effects and sounds when the player is different sizes, and I'm honestly surprised I didn't think of it, since I made the ballista sound change pitch depending on size.

I do plan on having at least a post-jam update, there are a lot of small bugs that can really effect the game experience.