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I can only really echo what others have said here; great looking game and the controls feel great but the level design limits how fun it is. I think isolating each challenge to fit within a single screen and having the camera static would really help, as it is done in Celeste.

Thanks a lot! And thank you for the feedback - yes, I'll see if I can improve that for a post-jam release. I'll especially be experimenting with the camera - Celeste is indeed a great example of this, but not all puzzles in it used a truly static camera (some levels were large enough where the camera panned). Still, point taken.