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(+1)

You have a great core here from a graphic, audio, and mechanical concept standpoint. At the risk of sounding like a broken record, the jumping mechanic is very punishing to use due to its distance and cooldown. I get why the cooldown is there, but right now the vertical/horizontal distance provided by the jump doesn't seem to be balanced with the cooldown duration. I also could not get past the Ghost, I think you're supposed to attack him but using the attack did not provide the result I was expecting.

The death concept, though, allows for some great puzzle-solving shenanigans to the point that I could work around the jumping mechanic to make a string of dead bodies so I can just walk across the pit.

You've got a great base for a game here, I'd love to see it grow.

(3 edits)

Hey thanks for the great feedback man, I've already got to work on the patch and I've just completely removed the cooldown's. I may build on this further because I'm just having a ton of fun with it really, but no promises XD

Oh and also because someone else had a great idea for this game. I've added the mechanic to just throw the robots forward so i'm probably gonna use that for the puzzle mechanic you mentioned which is a good idea :) . The jump also i've altered in general so its not as springy to compensate for the removal of the cooldown, the cooldown was never meant to be that long, it's a bug, and i've just removed the cooldown all together because I've realised it doesn't fit the game in general


Thanks for the kind words :)