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(+1)

For me, the controls worked out well, though I feel like we could have just jumped on a button to pull up the gears again, that way the whole core mechanic is to jump on things :)

The AI looked confused once they had no clear path to me, and perhaps the game should not choose gears on the map in a way where you could isolate yourself into one and just watch the rest of the round unfold.

If you collect a bunch of the enemies together and jump on top of them at the same time you can launch yourself to space. While the falling aim was tricky to figure out, perhaps a clearer shadow would help there.

The first round I played I had no idea what to do, perhaps the tutorial screens could be played once if you detect that a player has no high score yet. In that first round, I made almost all the enemies jump down, and at the end of the match, the result screen was going haywire with one of the sounds.

I would be interested to see a version where you actually rotate with the gears so that you need to battle a lot more with that as once you understand what to do, you can go pretty long with the current setup and a bit of drunk-movement would be a fun thing to see, especially in a coop!

(+1)

I appreciate the well thought out response!

I agree that the AI definitely needs some work. Our team was very surprised at how difficult it was to make cohesive enemy logic when many of the platforms they travel around could "disappear" and "reappear". Our solution was definitely one of the solutions ever designed, but it was a good learning experience nonetheless.

Putting the tutorial instructions on the screen during a first playthrough is a brilliant idea, I wish I had thought of it!

Fun fact, there actually IS logic to make the player rotate with the gears! I can't remember if it is still active or not, but it is definitely in the code buried somewhere. 

Again, thanks for playing. :)