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Okay, got past that, and to what I assume is the end (the computer checkpoint). I have a couple more notes for you now that I've played a bit longer.

The boosting mechanic... On the boost jump, I was constantly jumping late to make sure I made the hard jump after boosting, and not having enough ground after landing to hit the next jump. I went with timing the boost to run out at a good timing - which is kind of marked by the pillar in the ceiling, so that worked out. It's true that the boost running out was hard to read . Ideally you'd have a timer graphic of some sort. More importantly, your boost state persists between lives, so you could respawn and still be boosting, for instance.

Also, maybe its just me, but I liked spamming bullets in the general direction of my target when time was paused rather than aiming carefully, but they would occasionally disappear on me. I think I tracked down the reason - it seems bullets can collide with each other, destroying any that were overlapping with time paused.

Finally, this time playing it through, I managed to get myself stuck inside terrain quite a lot.  Setting r to respawn is one quick fix for that. The game does have some nice mastery elements though. Knowing everything about the game, I managed to get in a run from start to finish without dying - which is pretty satisfying.

Thanks for playing again. A lot is just temporary and experimental. With the bullets you are correct, it was on purpose that they get deleted when they collide. I just wanted to fix that the player cant spawn infinte bullets at one spot. I also had it one time that i was stuck in the terrain but it was at the end and i had no time to fix it. I'll take your feedback and will develope the game further!