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+ Adjustable colour scheme

- Please localise X/Z controls, it’s unplayable on non-US layout

Hey, thanks for playing! You can remap keyboard input on the options menu.

(1 edit) (+1)

OK very nice, played through the available levels https://www.twitch.tv/videos/2346654172

Overall I thought it was quite enjoyable, the art style is nice and simple and the movement indeed very flowy. The water seems especially cool and original. The orbs "shot" by the cannons are very cutely designed. There is nice attention to detail like the timer not starting until you press your first input. Now for the critical thoughts:

  • The mechanic of "shoot in opposite dir of where you want to go" turns the game from a movement based game to more of a brain fumble game for me. Especially as you have air control, so usually pressing Right in the air would steer you to the right, but then you gotta press Right+Shoot to go left. (This would be a different thing if shooting was mouse-based and moving on WASD.) I think the game kinda tacitly admits that this fumble-prone mechanic is not so fun, by relying way more  on the "barriers" in later levels, which pull you towards them when you shoot at them. Which makes the movement suddenly feel very natural.
  • It’s odd that there is even jumping in the game when shooting the floor is exactly the same boost.
  • It’s odd there is no diagonal aiming.
  • I am not a fan of the wall-gliding mechanic in general, suddenly attaching to the wall kinda confuses my calculations of how fast I am going down. In this game I think there are 0 spots where wall gliding is required to solve any passage, so personally I wouldn’t have it in.
  • The levels seem to be a bit focused on offering only 1 line to finish. You can’t really go slow, the average level becomes way harder or unbeatable if you go slow. There is the occasional spot allowing you to stand still and wait. But you can’t generally go slow. I used to be an avid Teeworlds enjoyer back when, and while that game has incredibly flowy movement, you are absolutely allowed as a noob to just very clumsily swing from platform to platform going 10x slower than an experienced player. I think that makes levels more interesting and motivating, to be able to finish badly at first and then ever a bit faster, rather than having to hit 90% perfect line to even finish, and then all challenge that’s left would be hitting some moves yet insanely faster. I mean, in general I felt that movement was often so fast that I died to obstacles that hadn’t even been on the screen 200 ms ago, and at least my personal reaction time is too slow to adjust on the spot. So levels are more trial-and-error committing to muscle memory one specific sequence of moves, rather than something you could ever realistically finish on first try (if slowly). 
  • It felt that sometimes there was the indicator on a barrier telling me that shooting would pull me towards it, but then it failed to happen when I shot.

Great work, keep on trucking!