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I love the idea, and excellent execution. A few notes:

1. I got turned around half way through and ended up backtracking. There are a few possible solutions to this problem. You could add directional arrows, you could keep rotation after death, and/or you could make it so previous checkpoints cannot be activated.

2. Your mechanic and level design incentivises slow, methodical play.... which in my experience is the least fun way to play your game. I'd imagine that'd make this game great for speedrunning, but first time around it felt like the best way to play was to go excruciatingly slowly.

3. The best part of the game for me was when the rotation mechanic and no-control-blue-zones interacted. It was so much fun to rotate and bounce the ball. Honestly, if you continue work on this, I might redesign the game to focus on this kind of mechanic.