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This is the most fun I've had this jam, awesome job! It's kinda brutally hard, but I still finished the game because it's that good. There's a surprising amount of depth to this concept: how you play it totally depends on your shape, and then you have different strategies for the obstacles, avoid or speed bump or jump off the slanted sides (I spent several runs trying to avoid everything by jumping off the sides when I discovered you can do that. It didn't work, but it was fun).

I really like this game, so I'm gonna nitpick. Very often, a single hit would spin you out of control and get rid of all three lives. Also, you could get multiple hits on a single block or adjacent blocks. Either get rid of multiple lives, or make it so this doesn't happen, it's frustrating to have 1 mistake mean 3 lives lost. Also, the side to side acceleration was a lot for how fast you accelerated forwards. I got used to it, so I don't know if it needs to change, but it was frustrating at the start, so take that how you will. Lastly, I think this game needs to decide if it wants to include some path planning, or be entirely think on your feet. It kinda felt like it was alternating between the two depending on the level.

You did a great job with this, fantastic work!

Thank you so much! I really appreciate it, and I'm glad you had so much fun playing it.

The single hit taking off multiple lives has been updated for V2 and will no longer be an issue when that gets pushed out.

As for the level design, you're absolutely right. I didn't give enough time to fully plan out the levels like I would have liked. I've been going through with much more intention when planning the levels. I've gone with a duel approach. Keeping the preplanned levels (with better design) but having a procedurally generated free play mode.  That seems like it would be the best of both worlds. 


Thanks again for your input, it is very helpful. I'll make sure to let you know when I get V2 out.