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I think having the movement effects trigger on your next jump rather than on a timer would've made the game feel a bit more controllable. I liked the variety of effects, but I think your level design perhaps didn't show them off as much as it could have. I was enjoying going through the tutorial and getting the hang of all the effects, but when the level actually started it felt like a completely different vibe - I think because I wasn't really expecting the time pressure of the incoming boulder. Love the sassy little walk cycle on the dice character though! There's something about that character's design that found very charming.

Thanks, and you are completely right. I had to rush the level design because I was running out of time, hopefully I'll get to revisit it in a few weeks.