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(+2)

The game is short but fun, and the visuals are really inspired and captivating.  I also liked a lot the fact that you carefully guide the player so he doesn't feel lost, and, let me tell you, the ending was trippy

As for the feedback:
the controls, especially the jump, fells a bit sluggish. It becomes very evident when you are trying to reach an elevated platform
you can get soft-locked: to me, it happened right after the castle, since i used the key to open the door back (I thought I'd find some sort of secret)
moving objects, like cannonballs and balloons seem to be parented to the player, so they then to follow/get away from you. I don't know if this is intended, but it doesn't look right

Thank you for your feedback, you were the first one to bring it up, but now that I think about it, you're right, being able to open the door from the back, while promising secrets at the beginning, feels a bit irritating if nothing is hidden there (might include something there in the post jam version (: ). Also the thing with balloons and cannon balls was intended to break up the game a little bit, I think it worked pretty well, but I totally get your point, we're the developers after all, so we might have a different feeling about that.

(+1)

so the idea behind this was that the character is walking on the cassette like on a treadmill, so the player itself does not actually move and the objects pop up along the tape. But the bullets and balloons spawn in the "real world", the world the cassette is in, they are not affected by the tape. Thx for your feedback though!