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This is so fun and chilling. I like the little wobbling of the elements before u can actually move them, working kinda like a preview and reminder of how current level goes. And the level and puzzle design did keep giving me aha moments well done! And I like how you can squash those monsters and the player as well, giving me a feeling of those rules and the game world is connected naturally. Looking forward to more types of enemies and platforms and etc. Absorbing level design power from you.... 

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Thank you! The idea of shaking elements came to me during testing when I felt that just starting to move when pressing a button was boring. I wanted to create a game that looked like a platform jump game but with unexpected reactions when pressing the buttons. That's when I thought of adding shaking elements, and it turned out like this!

I put a lot of effort into level design, but due to the imperfect game mechanics and the time limit, I could only create 10 levels.

I can definitely relate to the difference in puzzle design in puzzle games due to their unique mechanics. Creating a game is like solving a puzzle itself, and I really enjoy it. Thank you for playing!

And the shaking element increase the juiciness as well! One design providing multiple meaningful consequences. There's some elegence in it. And I surely agree with the "designing a game is like solving a puzzle" statement. Enjoy the process!