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An overall decent collectable platformer.  It was interesting in some of the level design and the... intended (?) mechanic of using death as a shortcut added a decent amount.  It made it both somewhat punishing while also being a useful tool for different things.  

Though it did seem to sorta invalidate some of the levels challenge, mainly the one with the exit right next to spawn.  Since once you had all the soup you basically just ignored the challenge of getting back by just jumping off the map.  

It could be interesting to focus more on as a main mechanic possibly?  Building levels around utilizing a finite amount of lives to get out of situations you need to get into to get certain collectibles etc..  Just spitballing tho.

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Thank you! 

Death was intended to be used as a shortcut as I didn't want death to be too punishing, although it wasn't intended to be a main mechanic. I do agree that it took away part of the challenge from some of the levels (especially the second one) so maybe I should have done more work on that. However, I had limited time so the game can't be perfect and I am still very happy with the end result. 

I like the idea of focusing more on death as a main mechanic and building levels around that! I am working on an updated version of the game so I might design some of the levels around the idea.