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Very nice game! The game was well-scoped for a gamejam and I liked the artstyle! But I think the game really shines in the game design, there are a lot of choices there that I appreciated, like:

  • Enemies don't hurt you but instead act as a bounce. That was really nice cause they were pretty hard to avoid, but still add a good challenge.
  • Falling offscreen doesn't kill you, it hurts you but then you have a nice recovery window and can go through some obstacles. Makes the more chaotic moments more forgiving.
  • Almost every platform jump will drag the screen high enough to remove the last platform. Keeps from allowing the player to slow the pacing down and recharge the platform charges, better for game pacing and challenge (especially for a high score game).
  • Indicators for the offscreen hazards. Very helpful, would be hard to excel at the game without them. Puts more of the onus of failure on the player.
  • Platform charges. Adds a lot to the push-pull of the game! The timing of recharge feels just right, and it does a lot to push the player to explore options for playing the game. Also reins in the power of being able to put platforms wherever.

Great job!