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I like the fast-paced nature of the game. You've really nailed the tone here, making everything feel frenetic, with both the sound design / music and the gameplay requiring you to constantly be on the move.

I'll note that the shape of the blocks suggested isometric to me, so it took me a bit of time to figure out how to move in the world / orient myself. And this is made much worse by the fact that there's no place to just figure out the controls. The moment you can move, you have about one second before something kills you. Perhaps an initial delay, or starting the game without any meteors until the player presses a button to start them? (Since your score seems to be based on the amount of blocks destroyed, it shouldn't affect the balance.)

I would have liked flatter platforms (or more generous ground checks). With the bumpy texture, I often found myself pressing the key to jump but not actually jumping, because I was momentarily between component pieces of the islands.

Overall, an interesting idea, but the lack of reliability in the jumping made it difficult for me to get into it.

Thank you very much for your exhausting feedback! That is a great idea to let the players decide when they want to start the meteors to fall to figure out the controls, because it is indeed hard to navigate in the terrain sometimes. Jumping was one of my biggest issues. But hey, this is a submission to the Trijam, it is a game made in 4 hours, so I thought let's leave the jumping for another time :D

I am glad you enjoyed the game, thank you very much!