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(+1)

This was a lot of fun. I enjoyed your platform mechanics and you built some of your puzzles around them well. I had a hard time finding my last green gem but was able to find it in the end. Sound design was very nice as well. I was curious if the decision to not punish falling off made late or part of the core design from the start?

I'm glad you got all the green gems! Thank you for the kind words. I played around with the idea of checkpoints, but I went with the super forgiving respawn system to be more welcoming to inexperienced players. That was decided early into the level design phase of development.

I'm still considering how lives/health can play a role to make the gameplay more engaging. I'd love to hear your ideas. I'm gonna continue polishing it up a bit post-jam.

(+1)

I think the forgiving respawn was the right call especially for the game jam. I think health could play a bigger role with different enemies or hazards? I think in the present state I only took damage from the lava and when the birds fell on me.  Were you planning on a 2nd level and ran out of time? The section after the portal seems like the start of another level but maybe it was meant as a final challenge.

(+1)

Yep. We would've liked to do more with level 2 and the lava. We even have another npc/obstacle you can petrify which was a snail, but we ended up leaving it out it in favor of refining the level design of level 1.