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(+1)

Game is fun, jumping and trying to do trick "shots" to progress is satisfying, but there's not really a reason for the health bar... If you mess up you can fall pretty far, which is already quite the punishment and you don't take enough damage for it to even matter until about an hour of play time.

I like the hold-to determine-power system, it's intuitive and fits the theme. The green bottoms meaning the terrain is impassible works well but might be too subtle.

I love the art direction and the design of the little guy, I love the music, this is a great game that really weirdly reminds me of "Getting Over it" type games weirdly enough.

(Haven't beaten it yet, might adjust my current score when I do)

(2 edits)

Thanks! 

Yeah the health was initially meant to be a lot lower and the main challenge, but the game evolved a bit from that point and time ran out.. It was too fun designing puzzles/hurdles on the map. 

The large amount of health is scaled to try and give players a chance beating it without having to restart. It becomes quite a bit harder in the last 30%. :) I understand that feedback however.