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Decent take on the shoot to move/ rocket jumping thing.

I really liked the boss battles. The artwork for those was great. I feel like the game was giving me a freebee a lot because it felt like I should have died a lot more than I did to enemies. But I assume they cannot kill you ? 

The platforming was actually kinda fun towards the end. I was a bit unhappy with the movement in the beginning but when it began being more about just moving around big rooms, dodging spikes and using gravity inverters and less about the switching blocks it became a lot more fun. 

Movement is generally a bit jank but the game is not punishing at all so I think that is fine. There were a lot of cool moments and unique setups to keep the gameplay fresh and sometimes that's more important than sheer polish. 

Liked this one more than I had expected to. Great job.

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Thanks for the feedback! It sounds like you're ready for something more challenging, hahaha. I wanted to take it easy on players in the first half so they'd have time to get used to the strange movement style, and then take off the training wheels in the second half. I've got a bunch of ideas for how to push the concept even further too, so if I ever turn it into a full-length game I hope you'll be there 😁

(Also, the enemies are supposed to be able to hit you. That's a massive bug that didn't show up until the day of the deadline.)

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Actually I think the beginning was where I struggled the most. Some of the early platforming segments with the switch state blocks are pretty precise and I found them fairly difficult because they have the timing aspect to them in addition to just getting the angles right. 

Later on I think the platforming was a lot easier but that may just be a result of the enemies not being an issue.  (Or maybe I just got used to the physics I am not sure.) 

But I would love to check out a full version if this if that ever comes to be. 

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I see what you mean. Moving the mouse (or stick) in opposing directions to do the pseudo wall-jumping I had laid out is actually a lot harder to get right than some of the later portions.  When I was planning out the level layout, I put the block-switch pieces closer to the start because I assumed they would be easier. I'll have to take that into account going forward. Thanks for pointing that out to me!