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My favorite part of the game was in the first level where you're seeing the white flavor text around you and then notice that one of the pieces of text is black and says "take the dive" or something. So then I jumped off the edge and got the double jump and I thought "Oh fun! So I'm looking for the subversive text to give me hints about where to die to make myself stronger". But then I didn't find any more of those notes. I think if you just get increased stats on death but are reset regardless and it doesn't matter where you die then it doesn't take away from the frustration of dying and it incentivizes just jumping off the edge a bunch at the beginning of each level (not sure if that works. after the double jump message I didn't see any visual indication that I was getting better stats). I'd love to see a version of the game where the black text or something like that is guiding you into doing actions that seem counterintuitive that result in higher stats or solving puzzles. Regardless, it's a pretty game and was still fun at face value for a jam game. Great job!

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I agree that the game design wasn't perfect, i made the choice to invest less time in design to be able to finish it on time. Thanks for this detailed feedback tho !