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The art, music, and parallax background of a moonlit night fading into day make up a complete and unified experience.  It feels moody in a good way.

Seconding others comments that a grace period of "coyote time," so that a moment after you walk off a ledge you can still jump, would make the game a lot more accessible.  I think the game is more difficult than a mood piece needs to be to get implemented; the lack of Coyote Time was most of the reason I didn't try to find the secrets in the clouds.

Also suggest a score counter with number of carrots found vs number of carrots in the level.

Hi, thanks for letting me know what you think!

I will definitely include the "coyote time" in future updates, seeing how there are many players that found it difficult to access the higher stages. I will consider making the main stages simpler to fit the mood for better enjoyment, and then include extra hidden stages for those seeking for an exciting challenge.

I had intentions to include a score counter, but I encountered some issues with the coding aspects of it, so it was left out due to time constraints. I had planned to make use of the carrots as currency, so that you can trade those for player cosmetics and house upgrades, and even unlocking more stages with it. But it turned out to be too much for the game jam. I really hope that I can implement this soon, even in very basic stage, as it will bring the game closer to what I had in mind. ٩(^ᗜ^*)و