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I think I'm out at room 12. It controlls and flows really well, but for casual play I think it's too fast/the rooms are too small/the error margins are too tight. The habits from playing my own game really fuck me up here too (wall jump direction input is the opposite so you can imagine).

Aesthetics are really nice. There could be more visual hints on extending spike traps and timed switches.

It's the type of game I can only play at short bursts like Celeste. I'm not sure if that's good or bad, but it might mean that it needs something to keep me going back to the game instead of closing it and forgetting about it, like a story or level structure with a mid-term goal.

Yes, I need to make the game more engaging and rewarding to hook the player in instead of just furstration from the difficulty. 

Thank you for the feedback