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I really liked this one! The platforming backend felt rock-solid, and the magic stuff played off of eachother to create satisfying puzzles to complete.

The prime feedback I'd like to give is that I didn't find the non-puzzle elements particularly enjoyable. Starting over after being hit by a turret, or falling into a pit that I couldn't get out of forcing me to restart the level, didn't add anything to the experience for me. Avoiding those obstacles felt moreso annoying than it did satisfying.

I also don't think the tutorialization of how the player is able to jump after moving off a ledge was done well; unless I completely missed something, it seemed like the level in which that mechanic was necessary to complete put you into a pit that you can't get out of if you fail to realize that you can do that, which was kinda annoying.

All that said, given that you started late and that this was your first jam, I really really liked it! I put much more time into this one than I do on average with other submissions.

Thanks for the feedback and playing the game! I understand what you mean about the non-puzzle elements. My aim was to create as many interesting levels as possible without recycling too many puzzle ideas  from other levels, so I thought adding the sentries would give me more material to design with overall. Making them easier may have been a remedy to the problem but I felt like it wouldn't have been a challenge if that were the case. 

When it came to those time challenges and levels that you need to lose before realising what you have to do, I think I straight up made the mistake of  thinking annoying the player in that kind of way was good game design.