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Thanks for the feedback! Those are some great ideas! I considered having the player be able to choose which cartridge to play but trying to come up with a clever way to pull that off without the linearity was difficult in such a short time. The gravity inversion in particular tends to break the flow (which was a last minute discovery) hence the giant blocking platform in the second level. I do like how it can make the puzzles more dynamic though. I also really like the idea of a minimap showing the different platforms ahead of time that way the player can see it and kind of plan out which cartridges to hop to. If I continue development with this after the jam I'll test these out and if they make it into the final game I'll make sure to give you credit!