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I like the concept - but I think you could play with the "slow motion" and the "level transition" aspect of the gameplay and make it part of the platformer puzzle, like the player by grabbing the tomato would have to quickly move away of the hole forming under him. Like this, you'd have increasing difficulty throughout the gameplay without having to use "increased distance" to jump for that matters. Thanks for sharing !

(+1)

Oh, thanks! That's a really good idea. Somehow I didn't think of that.