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I'm glad you enjoyed it. I have to say my intention wasn't to be evil, more that I only had 12 total collectibles, and if I handed them all out in a straightforward way, the game would basically have zero longevity or replayability. If i'd really wanted to be evil, I could have included some blind pitfalls (including ones  of that drop you out of the whole map), or made pits you could fall down and not get out of. =P Also, while the destructible walls aren't marked, they don't have any crystals on them, as you can't destroy those.

What you're saying about the double jump (or as I like to think of it, 'jump jets') makes sense. I didn't have any space for explanation (I mean, the game's title doubles as an explanation of your objective) but I had hoped the deep pit you have to climb out of in the green quadrant would help players come to grips with it.

Yeah it's not really evil, but I just don't have a better word for it right now. It just had things that I would not really expect most games to do (checking my my personal notes right now, there I simply used depth instead). You did absolutely manage to give it proper longevity.
The destructible walls being marked by no crystals does make sense now. But a little hard to miss... Though that just reminds me of Environmental Station Alpha again.

My first instinct from the deep pit you gotta climb out of was that the Jump Jets do indeed refill after wallclimbing. But when I tried using that it just didn't work because I tried to do the same as I do in Celeste which here eats the Jump Jets (that sounds funny). So I just worked around it with my platforming skills to get out the pit.

Also I only afterwards noticed that this was for a 1K Byte jam. So also congrats on managing to condense all this down to 1021 Bytes.