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(+1)

This was actually pretty cool! I was also confused at first in the 2nd level which introduces the spikes, just because up until that point of the game the rope has always been intangible (and also invisible to the guards). I really like the way the music changes when you grab a jewel as it adds tension to the "escape" part of the level. I liked all the level gimmicks and the difficulty ramps up quite nicely, leading to the satisfying ending which contains all of the previously introduced gimmicks in one final test. From a game design perspective, this is nicely done.

If I work on this post jam, I'll try to add more hazards that affect your rope because only spikes can do that at the moment. Thanks for playing!

(+1)

I think any kind of visual/audio indication that the spikes are cutting/affecting the rope would be nice (for example a different death animation). Still enjoyed the game though!