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(+2)

An interesting game, rather than having some weapon you spin, you instead spin the level.

However due to the nature of the game, most of it feels like blind falling, you can't really aim for the health pickups or anything as there's little to no time to react before you fall past.

This isn't necessarily bad but it feels like you have little control. Maybe some form of mini-map with coloured dots for pickups and a simplified layout of the map would help.

(+1)

Thank you so much, I'm glad you like it!! :D
Yeah, we had plans for a minimap from the beginning but we were having some frame-drop issues, and the rotation mechanic was a bit of a nightmare to make it work without breaking other stuff.  Maybe in the future with more experience, we can create this without having optimization issues.

but we are happy with the overall result, at least it is entertaining enough!!

(+2)

Very true, I actually have some experience doing a world rotation type mechanic myself in one of my previous jams; so I understand the limitations and complications considering the time constraints. In the game I had made back then, getting my minimap working with the world rotation took some work, and this was just a basic metroidvania-style map with very little detail.

But regardless, its still a decent game and I'm sure its been a good learning experience for you and your team.

yeah, we found out only now that our minimap was not working properly back then due to an interaction with the URP that made the minimap use the Pos Processing effects twice on the whole level! hahaha
that is why our frame rate went bogus and we couldn't solve it
Thank you very much for your insights!