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Having two different sets of blocks to switch between is a neat concept, but I wish the game had used it in a more puzzle-y way. It felt like there was always a pretty clear button you needed to press to proceed.

I think the part I had the most fun with was the uncapped acceleration mixed with the wall jumping, flying above and through the level was an unexpected blast!

Thank you for your feedback! I had some pretty crazy versions of movement when I was prototyping it. In the end I chose the speedy, ice-y version. If the game would become more fleshed out I would love to change the movement behavior based on the levels. E.g. low vs high gravity, slippery vs non-slippery surfaces. ...and also some more challenging usages of the switches.