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I thought it was interesting having some gameplay before the main menu, it took me some time to figure out the wall jump but I enjoyed the discovery process for it. I also think it was interesting how gravity would change from room to room, sometimes being a platformer and other times being a top down style game. I'm impressed by how much you were able to get out of the 72 hours for the jam.

If you wanted to improve, I suggest making the change in gravity more apparent. I always have to take a moment with the rooms to see what to do. Some of the rooms felt unfair, like the one where powerups fell directly on the player's head at the start. I think fixing that some and adding a more consistent jump would make this game spectacular. Overall, good job! 

Thanks for the tip. I wanted to add more vfx or tips to it. I might if I go further with this make a tutorial level with the powerup to make it less confusing. I think your problem with the jump is that has variability depending on how long you hold jump. If this is not the case, then I will look to my method and see if I can make it better. Thanks for your feedback on the room design. In an ideal world that wouldn't of been how I made that level, but it was unfortunately the best way to make given my current spawning system (everything gets predetermined and spawned on runtime). Thanks for your suggestions and positive comments :D