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Very creative gimmick that's done well. I really like the addition of the jump button, it helps out a ton and it introduces another way to dodge the flail and the bullets. I also like that you have to use the flail to hit the switches and break the walls, so positioning is important. The graphics and presentation looks great too.

The game could definitely use some checkpoint in some rooms, particularly the big room before the enemies are introduced. I also don't think the flail should pull you down into the abyss - since you don't have full control of the flail it's pretty easy for it to go just a little too far then fall down. It's how I died the most. Plus, trying to dodge the flail and the enemy bullets is already quite challenging enough.

Overall, great game and great mechanic. I managed to get to the boss fight but couldn't beat it, but I had fun with the game.

(2 edits)

Thanks for playing!
I definitely agree the wide pit room could use a checkpoint and some difficulty tuning, but I have to disagree on getting rid of being pulled into pits entirely. Part of the whole core idea of the game is to work around the flail's launching distance. It's always consistent (exactly far enough to slightly overshoot you at full extension), and I deliberately made it so that the flail stops at a wall on a direct hit so that you can control it. Keeping it from falling into pits would significantly reduce the challenge of the planning/routing aspect of the game. I could see maybe including an easy mode where it levitates all of the time, however.