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Fits the concept pretty well. The level with the saws provides a bit too much time pressure for not-devs, especially with the (intentionally) clunky air controls.  Died at least half a dozen times just getting the rocket part stuck on an edge, losing the treads and being unable to move.  Except for some of those frustrations, a pretty decent puzzle game.

Yeah, we definitely wanted the last level to be very difficult. We considered giving the player more time a few times, but initial play tests went well enough that we felt we hit a good balance between challenge and fun. Mastering the early part of that level felt really rewarding to me. It's very possible that, had the playtesters struggled more, we would have given the player more time. I might go back  and polish the game up a bit after the Jam - there's a few other Ideas we could never implement.
And yeah, the whole getting bugged into the floor or walls thing happens a little too often, and we should have fixed it.