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I said I would play so I did:

The controls do feel tight, that's good. I think the gravity could be just a tiny bit more forgiving. I spent a minute trying to jump over the goat before I realized I could use shift to leap over it. I'm a sucker for branching paths, so this is pretty cool. I did like how in the "neutral" route you had the choice to easily fall for the bad pride, or to persevere and take the good pride. 

Overall, it's a real trip. :)

Thanks for giving it a play!

I agree about the gravity. I kind of toyed with making it a little more lenient. However, the code I'm using for the collision detection is all object based (hence the large file size relative to the game length). By allowing extra jump height or air time some of the levels became a bit buggy. It's all experience that I intend to eventually build on.

I'm glad you liked the branching routes and picked up on the pitfall idea. As I'd never done a platformer before I was focusing mostly on the gameplay elements and level design more so than the platforming mechanics.