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Thanks for the feedback!  I've been doing comic art recently, which definitely influenced the style of the cutscene haha.  

Time was definitely working against us for the level design.  Antidissmist pumped out all 4 tutorial levels and an intermediate level, and the final two were designed by me in the final stretch of the jam (the ones that used teleport in weird ways).  We had trouble getting the other platforms in visibility, but didn't have time to implement a camera pan, so we settled for putting a sign down to indicate a leap of faith.  If we decide to fine tune the game after the jam, level design and balance is definitely something we'll look into.

Thanks for playing!