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You summed up how I've felt about this thing ever since the concept came up and got chosen during brainstorming in five words and four exclamation marks XD Thanks for the feedback! It's inarguably true that the moving could've used a lot more testing and polishing than it got. It was by far the most painful part of coding this game for sure.

I lowkey want to revisit this to at least fix some visual issues and implement the audio properly; we had an insane crunch on the last day to get this even this playable so the audio side suffered quite a bit even though our audio designer made lots of stuff for this. We'll see if even that much happens, though. No promises at least from me!

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I actually didn't find the audio lacking at all! More sounds would be welcome probably, but the jumps are frequent enough that it doesn't seem like there's any conspicuous absence of audio.

One thing that would make a colossal difference even with no other changes would be a button to reset the current level. The ability to hit "R" and start over when the tooth gets stuck would add easily enough convenience to power through the rough edges.

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The ability to restart the level is an excellent idea (and definitely something feasible for a quick-fix post-jam version). Thanks!