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I think the art of this game is not bad, though the crystal doesn't fit the style well, its animation makes it feel alive.

But honestly, I don't really like the control.

Though you define it as a hardcore game, the unstable movement just makes it uncontrollable.

Sometimes you will slide a short distance, while sometimes you slide long.

And there were times that feels like the material on the character had been changed to 0 friction.

Yet, it's always good to try something different.

(12 edits) (+1)

"Sometimes you will slide a short distance, while sometimes you slide long." - because all movement is working according to momentum - whereas without momentum character doesn't slide at all, you can build up it not only from last jump but from previous jumps aswell and solving of several puzzles heavily depend on that mechanic. Movements will work exactly how you want them to work as long as you keep that in mind and use throttle/acceleration accordingly to control momentum.  Although if you haven't figured out how it works by playing it yourself, this particular  game just might not be for you since i created it for very specific target audience in mind, afterall momentum based experimental style of movements are its core fun and figuring out it yourself is part of the experience, so if you didn't enjoyed that experience, that's okay, not every game is made for everyone. I also thought about adding tutorial but explaining every little detail about how the mechanic worked with tutorial would make all of the trial, error and discovery go away which i don't enjoy in such games. Movement is anything but uncontrollable, it's precision was one thing that was worked on with specific focus.  

 

Wow, that's really detailed.

You're right, not all the games are for everyone. And clearly I just neglected the key word "momentum".