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(+1)

Thank you so much for the detailed analysis, this is very useful for the post-jam version we’re currently working on.

7 Boosts - you managed your boosts really well it seems. But the game isn’t that unforgiving, if you don’t squander too many boosts, you can easily complete it. But you’re totally right - this was not clearly communicated or shown otherwise.

“In fact, I never figured out the correct strategy for the screen I died on.” - if we’re talking about the same screen, you can complete it with one boost. Usually we placed carrots wherever they were needed and then some.

We might need to add a confirmation of some sort to the “Give Up” function, or replace it with another mechanic altogether.

Thank you for playing!

(1 edit) (+1)

7 boosts were actually incredibly easy to get. The room before the room I lost on had carrots running along the bottom and the top, but I didn't need to use the ones on the top for anything... I could just drop down and then use the next bottom-boost to go back up. So all the top boosts turned into extra boosts.

Is that not the expected strategy for that level...?

(+1)

Well, in this room the average player will use two boosts to get to the top of the platforms and thus will only collect one or two extra boosts in that room.

There’s also a trick where you jump and then use your boost, which will propel you up much higher (this is not really intended to be used, but kind of makes sense), thus using less boosts in all places that require more than one boost.

(+1)

Okay, that makes sense. I thought that the giant jump-boosts were a required strat, and that I would be required to save those extra boosts for later.

I think this makes it pretty clear how paranoid the boost system combined with the precision mechanics made me... 😅