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(+1)

There's not really anything that can be done if you run out of control in a place that requires jumping tp advance or reach pills.

Hmm. That's not good. Could be developer/tester bias, but I've run the levels clean with both gamepad and keyboard (collecting every pill in the level).  The platforms should be close enough to make it to the end.  The reason it's not an instant game over is because there's a slim chance you could stumble over to a pill in certain situations and I wanted to allow for that.

That said, I agree with the note. There should be an alert to press the R key or Select + Start on the gamepad to restart the level in these early stages (this does actually work in the build I think). 

In later stages, the plan was to introduce the mechanic of a zapper device that you can shock the character back to behaving. You don't get a full smart meter and you need batteries that you pick up to use it, but it would get you out of a jam. This element was finished by the submission deadline, but just barely and there was no level to show it off, so I didn't update the submission.

Thank you again for the note and thanks for playing! :) I appreciate it. I'll try to think of other elegant ways to solve the issue.