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Thank you! The Metroid escape sequence was definitely a source of inspiration when it came to crafting a story for the game and central mechanic.

Correct, the levels are the top left and P0 is actually the last level (currently). I prioritized the book ends first, trying to make a "complete" game (for once... haha), then filled the gap between. 

The difficulty spike is stupid harsh, but I wanted to showcase the potential of all the elements in a final, controller-snapping level. The difficulty curve will definitely be more gradual—just ran out of time to make more levels. XD

There's still loads to fix/refine in the movement and collisions, level design, etc. I'm so glad you enjoyed it even with the hard edges. Thanks so much for playing and sharing your thoughts!

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No problem, and i can see that, i'm a big metroid fan so that's the first thing that popped to mind when i started playing, to the point where i ran really fast through the first few screens before my dumb brain caught up and almost had me *who killed captain alex style* " why are you running ?" when i realised that there was no time limit and that i then understood that you could overcharge your energy :p

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Haha... That's great! I considered having a countdown timer, but I thought it might be too harsh on top of everything else. Ultimately, I decided on a best time system for potential replay-ability. I'm glad the sense of urgency was still there.