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(+1)

Very nice! Almost too late to snag a win pic... ๐Ÿ˜Ž


My biggest and pretty much the only issue with the game was controls. I never got used to em for some reason. Always messed up A/D which ever is which and the changing direction was a gamble too. Always had to do huge preparative work to see the switching direction before doing a boost jump. I think it would work very well (for my simple brain) on a controller. Jump being on A and character switching on shoulder buttons. Then the merge and split could be on a single button too and it would merge if touching and split otherwise. Would make it a lot simpler.

I feel like I pretty much cheesed my way through the game and solved each level in a way it wasn't intended. Some of the sneaky level breaking tricks in my toolbox were...

Mega boost trampoline (dash diagonally up next to one)


Impromptu double jumping

The trampolines were at first kinda confusing. They looked like yellow switches and had me quite puzzled in that first level with em. You could also break them quite easily with big dudes or by slamming on em with enough force.


Visually the game looked quite nice even if it was only very simple shapes. There was some nice subtle animation and particles but I'm a sucker for juice and wanted to see more! The activity line wasn't too easy to spot. Some kind of bigger activation animation would have been nice to have to make your eye attract to there the activated dude actually was.

The background and ground colors were a bit too close to each other in contrast. And by the way I hate pure primary colors with a passion so I think your saving grace was all the post processing effects here which shifted them down to a more pleasant saturation. Still kinda too close for comfort though. ๐Ÿ˜‰

Aight, great game all in all. With just the controls issue solved and a truckton of added juice (and obviously more content too) and I'd see myself bashing my head against these puzzles for a lot longer. Good job! ๐Ÿ‘

Really appreciate the feedback, thank you :)