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(1 edit) (+2)

Dis one's fun! Well polished and flows like butter as usual, with a very forgiving and consistent gameplay loop. Definitely a small and addictive enough game to want more of!

I'll get my main nitpick out of the way now though. It felt like the level architecture wasn't super fitted to how the game controls. With so many downward slopes you're not touching the ground about half the time and it never really felt like I could choose when to jump as much as find the right spot. This was tough in the beginning of the bamboo level especially bc there were lots of little ridges and low ceilings. This also applies for the up-slopes because accidental wall clinging or even just brushing up against the wall kills your momentum and snags the pace a bit (also acceleration changing direction could be a touch faster). Tbh the wall jump might've been best as a specific mechanic in the walls that use them.

Anyway sorry nitpick corner went on for so long, I do really love this! Just trying to theorize what could mitigate those deaths that don't feel as earned.

(+1)

Thank you for the feedback! I wish we had more time to test out all the levels for that reason.