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Criticism - The difference between the highlighted and unhighlighted walls was very minimal, making it hard to tell them apart.  To fix this maybe you could make the highlighted ones a different color.  Also, the importance of not having many bounces didn't come into play that much for me as I got more at every flag and completed most levels in a small amount of bounces.

Support - The visual style is very nice, I liked the post processing.  The concept is also very innovative, I just think it would need a bit more tweaking to make the theme feel more relevant to the gameplay.  I also liked that you could turn on and off walls mid play which allowed for more fun paths.

That is some fantastic feedback! Much for me to go on for the next update, likely it's last too, but I do plan on adding some more tile types to spice up the gameplay. Although technically there was a punishment implemented for not using all the bounces it was easily circumvented in ways I had never thought off...shows how important playtesting is, right? Anyhow, it was my first game jam and am quite happy with the fact that I got something finished. 

The (de)activation of walls mid-play is actually not intended, however, since you and an other user both really liked this I will investigate whether it can have a place within the game. The problem right now is that you could technically just loop until you have x bounces left and then take an easy route. Although it was intended for players to find alternate solutions, this is not how that was supposed to be done. But, as I said, I will try and see if I can make it fit within my design. Could you please elaborate on the "allowed for more fun paths." part, as I want to know what made it more fun :) Thanks!