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(+1)

Reading the controls/description I was hesitant about the controls, but when I saw that you'd placed the holes in the same layout as the buttons it was an instant visual indicator of what I needed to press and when! I liked the art style, music and sfx.

The one issue I had was on the topic of difficulty - some of the items disappeared too fast to react to, or in some cases just as my hammer was about to hit them.

(+1)

Thank you! I spent a lot of time in the design process trying to think how to make the controls, so I'm glad it became as intuitive as I had hoped! And yeah had no time for balancing the difficulty meter...

I feel you on the balancing, my play testing for Trijam has so far always only been for “Does the game break? No? Ship it!”