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After reading in the thread that there were changes, I gave the game a second try and went all the way to the end of the second level.

The game has an interesting premise, similar to getting over it and the rage games designed to make people mad with difficulty and send them tumbling to the beggining of the level with their mistakes. But from testing, there are 3 truly difficult moments: The last part of the second level, the ramp in the first one and the beginning of the game. The beginning of the game is harder than the ramp, which doesnt make any sense to me. Maybe you want a big "this is the kind of challenge that awaits you" warning, but nothing afterwards compares difficulty-wise. In my opinion, it is much better to lull the player into a false sense of security and THEN put the challenge right aftwards.

I know the whole mechanic of game is based on rocket jumping like tf2 and quake, but whats the point of having the jump button? Wouldn't increasing the push power of the rocket get the same results playwise? 

The screens where the player starts very close to the bottom or to the side are more cumbersome to play. The area to click in those cases is too small for comfort. Here is a couple screens where this happened, but it does happen quite a bit.



I needed to play in full screen since I was clicking off the screen way too many times. Also I have no idea how I'm supossed to reach the last platform of the second level. The jump doesnt go as high as I need it to be.

I believe with enough polish and adjustments this can be a very fun challenging game. Nice work!

Hey, thanks for giving it another shot, I'll keep that note about the difficulty in mind, I had already thought the big slope section was a bit too short, but also that making it any harder would turn into a slippery slope of difficulty (pun not intended.)