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This was a very charming game! I like how the hub world showcases your achievements, lets you test out powerups and changes as you progress through the game! It's cool that the music changes between the break in and the break out portions of levels. 

Some minor graphical gripes I've had while playing was not knowing whether or not I was stuck to goop or not (perhaps some sticky/jitter animation to show that the player still needs to jostle their controls) The spikes posed to be the most difficult obstacle since you could hit one while on your way up when otherwise it would be inactive since it was off screen. The introduction of the homing missile is an interesting way to introduce panic when trying to break out, sort of like an artificial time limit. It's a little difficult to outrun in tight spaces, especially the 4th level. (but I could just get better haha) Perhaps it should be rising lava instead? In any case the game was still challenging but fun.

As for the power ups, I find that most of them are useful except for the clock. Even though time is slowed, it also means the player is slowed so that could mess with their rhythm. Perhaps introduce a powerup that protects the rope, like a metal one? 

Overall, this mix of stealth and arcade provided an enjoyable experience

Thanks for the response! I didn't have enough time to add in the stick effects on the hook sadly, and I think that lava may have been a better choice for the last level than to reuse missiles. I do agree that the clock powerup feels lacking compared to the others, and I was actually considering adding in a rope shield powerup, I'll add that in if I work on this post jam. Happy that you enjoyed! :D