Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I'm a fan of these interesting movement mechanics. I really like how you have the course of the boomerang displayed. It's certainly cool and has potential.

There were a few things that really confused me, though. What is the failstate exactly? It felt like sometimes, my boomerang would hit something and just go back a little bit. Sometimes it would go all the way back to the aussie. If it flew over a pit, that was a fail, which I don't understand why. It also felt more like I was just grinding the boomerang forward one step at a time. The fact that the boomerang kind of "hovers" at random points is also unexpected. When I think of throwing a boomerang, and with these cool movement mechanics, I imagine myself lining up and making a sweet ass shot that curves around some obstacles, gets the gems, and then safely makes it back to me. The step-by-step movement had me feeling more like I was just shuffling an unwieldy little vehicle through a maze than throwing a boomerang.

Something wasn't quite clicking for me. I wasn't really seeing the "right" thing to do aside from blunder forth. You have a great mechanic, I think it just needs a bit better messaging.

Thanks for playing!

The game has a lives system that is on by default, but you can turn it off in the settings if you prefer. What the lives system does is that every time you hit an obstacle it sends you back to the last safe spot you threw the boomerang from so long as you have lives left. You can see how many lives you have when you hit an obstacle - they show up above the boomerang, and the one you just lost blinks out. Essentially, you can hit obstacles 4 times before being sent back.

Obstacles are generally black and cast a long shadow, as if going all the way up to the ceiling. We've noticed shadows might not display if the graphic settings on the launcher are set to lower than Medium, so I recommend setting them to anything above that, or straight up Ultra - the game shouldn't require too much to run at these settings, but let me know if that's not the case.

I don't understand what you mean by "kind of hovers at random points", could you elaborate?

(+1)

I didn't see the lives, and I think I was a little addle-brained  from playing so many demos. I'm gonna try it out again later today.