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I love it, the visuals and feel are excellent. I think having the ball state be a button hold instead of a toggle would go a long way. Having to manage my state in a level design that is going for sonic Iike fluidity gets real clunky.

The addition of the extra modes after you clear the first level is really good, I almost wish it started with a looser fluid map like the race and then worked into the more technical quasi puzzle style the main level has.

(+1)

Thank you!

Would you believe, the ball mechanic actually started as a button-hold thing, but I ended up getting confused at what to hold and went for the up/down transition instead.  The ball toggle button came in later.  It felt a little overwhelming at the time, but maybe it'll be something that's easy to get used to?   It should be easy enough to re-implement as an option, at least.

And yeah, the first level is a bit clunky as an intro stage.  Mostly, it's 'cause I ran out of time at the level design stage, and wasn't really sure what kind of level would best fit the ball mechanic.

Thanks for the feedback, though!  It'll be very helpful if I try to work on this some more afterwards!

This game is really well done, that kinda “player ramp up” tuning takes lots of play testing and I also struggle. Nice work!!