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Your game looks awesome man, and you really nailed the movement mechanic. Fun fact we were also thinking of using an explosion movement mechanic but couldn't think of a way to make it fun to play, so you beat us there man haha.

My only real note, is that I am not sure if this on purpose. But the ramps  half pipes communicated to me that you might be able to use your roll mechanic to build speed on them, but I guess the friction is too high as I still need the projectile to actually make any progress. Which does make the rolling movement feel a little redundant, but I can also see from a design perspective that's exactly what you want.

I also really liked the attention to detail that firing the projectile gives you a little boost as well allowing for some air control.
Really clever design and execution all round. 

Hey thanks for the kind words and the feedback! Glad you had a good time. 

We definitely deliberated about the rolling movement quite a bit, initially it was much faster, but we ended up nerfing it to focus on the rocket movement, and basically went in the direction of a sort of misdirect with those curve sections as you pretty much guessed. But yeah, I definitely think we could've communicated that (and some other things probably) to the player much more deliberately, maybe with more tutorial-esque problems to teach the player early on or something. Anyway, great insight! Appreciate you taking the time!