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(2 edits) (+1)

Beat cross-eyed. Was surprised by the game’s length.
Never figured out what the last (Shrine) upgrade actually did.

Neat concept and pleasing visual fleur.
The shifting patterns alone were mesmerizing and probably served to hide some limitations.
On the other hand, however, they contributed to the impression of sluggish control responsiveness, whether objectively true or not.
Could’ve controlled better with a gamepad, but didn’t recognize mine.

Character placement felt suitably lenient.
Thanks for the gracious checkpointing. A single checkpointing mistake could ruin a game of this kind, considering connected level-design.
And thanks for the eye muscle coordination exercise at the very end.

(+1)

The last Shrine upgrade allowed for triple wall jumps I believe.