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Controls feel really nice. The drill mechanic is immensely fun to play with just on its own. It's a bummer that the difficulty of the screens either scaled way too fast for me or I was missing something. I would love to play a version of this with a lot more space to just enjoy the drill for a while before level 7 Celeste (which I haven't played yet, btw, so now I know I have no chance, haha)!

Ingenious concept, nice polish, too hard for my old reflexes xD

No, it wasn't just you - balancing has always been one of my weaknesses, and this jam was no exception. Sure, the first 3 rooms of actual platforming are easy enough, but I kind of got carried away after that. The last room in the game has such an absurd timing window that even after beating the game 5 or so times I can't help but die to at least 15 times, so maybe it's best you didn't get to the end :'-)

I mean, I did try to introduce concepts slowly, but then I thought "oh, wouldn't it be cool if the player went over there, then there", which followed by some skip-fixing, led to an incredibly unbalanced game. I'm sorry you had to be subject to my bad balancing :-/

(Celeste isn't nearly as badly balanced as my game, you should give it a try!)

That's why we practice with the jams! Keep honing the craft : )

And seriously, you have a fantastic mechanic in this game. I know there are gamer groups that have difficulty fetishes—you gotta put it in front of them and see how they do, haha!

Are you planning to continue work on it?

Sorry, wasn't really thinking about updating it. I might add a minor post-jam update with stuff I would like to have got done if I had the full 30 days, but apart from that I was planning to focus on a metroidvania that I've been working on in the background for the past few years, but really hasn't got anywhere at all. This jam has sort of helped in helping me see how much content I can produce in a few days, though, so hopefully (although I very much doubt it) I might have something to show for that project by the end if the summer.