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(+3)

Oh that game can be very frustrating at times. But its not the fault of any mechanics but just me having to get used to the controls. It kinda replicates the feeling of these early 2000s learn how to type games xD

Now my fully professional analysis:

The stages were well designed and straight forward. The aesthetics were clean but sometimes you couldnt really see on which height a coin was hovering (maybe add a shadow beneath or something).  The little details in the levels didnt go unnoticed and were a nice touch. I found the sound to be a bit grading and getting repetetive after a while. The difficulty is perhaps very subjective but it was hard to me (which is not a negative) and i really appreciated the checkpoints. I think to a fully top contender it lacks a cool secondary mechanic or depth in the main one. Sure you could "roll" over a few air tiles at once but thats it - the rest is pretty much the same actions in different settings.

I think it is really good for what it sets out to do. I just wish there was a bit more depth to challenge the player other than just being good with the controls. 

But anyway good job - cool idea and pretty much content for just 48 hours!

(+1)

We are tried our best to bring the feeling of learning how to walk again through our game. It was our initial tweak to the platform game genre — to try to connect a simple platform gameplay and a constantly changing controls. When even your "walk forward" intention is challenged by a little puzzle before every move. We are actually quite grateful, that some folks found it engaging and fun.

We are very sorry to hear that it gave you that much frustration and lack of any other challenge that you would find satisfying enough. And thanks for pointing out various problems in our game. As our scope grew during Jam hours, we didn't manage to cover all bases. But as we decided to continue developing the game — your points are now our bullet points. Thanks for your feedback!