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I really really enjoyed this! I have to gush about some of the clever design in this game:

Right off the bat, the first time you run into the green laser scanners, the player doesn't really know if they'll hurt you or do something else. However the scanner is too tall so the player is forced to run through it, teaching them that A: it doesn't hurt you, and B it causes a bullet (which does hurt you) to be fired.

Immediately afterwards, you tell the player to 'shoot me' after explicitly saying 'there is no shoot button' so the player immediately knows to use the scanner to trigger a shot! Great bit of teaching!(As an aside, I think that green scanner-shoot mechanic has untapped potential! I expected the boss fights to involve jumping into green scanners to trigger shots at the bosses!).

The controls are so fluid. I think this is the tightest platformer I've played this entire jam. Also I love how the slam functions both as an offensive tool and as a tool to speedrun better (for example, if I'm about to miss a cycle for platforms while in mid-air, I can slam to the ground instead of waiting for myself to fall so I can set up another double jump).

The bosses are great too. They work well with the controls and the players moveset, and I like that you require the player to use the previously-learned skill in the subsequent boss. I also love the little music changes when you enter a boss battle.

I gave it a few tries and got my time down to 119 seconds! Awesome job!

(2 edits)

Thanks for the great commentary, you definitely had your game design hat on when analyzing this, your observations are spot on. I do have to say though that the "no shoot button" message was added in post, definitely plans for adding an in game message for the post-jam.