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Fun base design for the game,  the controls did feel really slippery, but I feel you could make the slippery work if the levels were designed around horizontal movement and not as much precision  platforming (but it makes sense you had to since the levels were all one-screen). Also coyote time for the jumps would be nice (i feel like that's one of the reasons you added the double jump) since there's a lot of times when jumping it feels like the game just ate your input.

The dice system did feel a little tacked on, maybe if there was a set amount of points you were striving to get to or instead make the dice rolls about adding/removing the remaining time to the player while giving the player 3 rerolls each round instead of total.