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(1 edit)

I’m probably a bit too smooth-brained to get the hang of this game, but the physics used for this game are pretty impressive. The targeting recticles as well (showing where to shoot to hit the targets in spite of the physics) are genuinely impressive from a technical standpoint as well, and shows that there is some decently well-defined logic for the physics in the game.

I could complain about ‘theres no lose condition’, but, from the somewhat difficult-to-learn physics of the game, the lack of a lose condition is understandable. Perhaps some sort of incentive for completing the levels as quickly as possible (perhaps a Trackmania-esque medal system, giving players times to beat and rewarding them for beating those times?) might help to improve the replay value of the game, rewarding players for optimal play.

Main issue I can see with it though is that this game appears to be a genuine attempt at making an unironically good game, rather than a game which is ‘so bad it’s good’, so, unfortunately, because the jam page says that we’re supposed to score each part of the game on how ‘so bad it’s good’ they are, I can’t really give it a high rating, because none of it is ‘so bad it’s good’. (But, on the positive side, it doesn’t reach the even worse extreme of ‘So good it’s bad’)