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This was surprisingly pleasing to play! Just goes to show you that flashy graphics and polish don't make up for creative thinking and attention to the player experience.

You chose a relatively nice size for the platforms, and the jumps feel spaced out comfortably (but not too comfortably), and I found myself bouncing between making jumps easily and just making them at first, which was nice. The lack of variation in shape and detail led to a couple wrong turns for me, but I did like the up/down variation.

You went for a big twist 1/2 way through, and I have to say you almost landed it. First time I reached the high-up/drop down I suspected you'd pulled a "dummy route" on me and was a bit frustrated - second time I went around I realised you expected me to jump down, and I was quite impressed! The view from that tallest platform let me see the rest of the route, and it felt like a clever 1/2 way break. If it had only been signalled a bit clearer, it would have been perfect.

Unfortunately I didn't finish it ... smart move halving the platform size towards the end, but it was too much challenge without a checkpoint for me.

But smart work, and some nice creativity on display!

Thanks for the feedback. Though I am quite sure there is a checkpoint both on the platform after the big fall and on the platform right before the platform size decreases, They aren't visible though, which of course is probably something I shouldn't have done.

I might have just missed it. One of the issues with blockout is that it can be hard to work out your position, but we'll deal with that in the future! :D

yeah, I was struggling with that. I know how to save and set the player rotation, but it doesn't affect the follow camera. I was trying to figure out how to set the follow camera's relative position when respawning so you don't get turned around when you do, but I didn't succeed.