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(+1)

yeah. I managed to fix the bug on my private build after. I do agree that more opportunities for puzzles and planning out your route might be more interesting.

In the prototype I experimented with breakable walls like in my last game but didn't keep it because they felt buggy and unfun. Another game I saw experimented with sticky walls too. Perhaps if I were to expand the game mechanically i could add a zone where your slingshot ability is inactive.

The 2nd hard level happened to be the last one so you're good there. There is a cheat button that lets you skip levels too in this build too.


The hard mode levels do have a higher skill floor and definitely could benefit from more playtesting. It does have a very different playstyle from the normal levels too w/ what you said regarding the small launches and balancing slowmo. I did consider cheesing the slowmo to be balanced because the timer is still in real time.

Thanks for the feedback. Glad you enjoyed the game enough to play until the last level :D