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(+1)

This was neat! Unique interpretation of the theme and interesting use of the roshambo wildcard. I kind of wanted there to be a level where you needed to have, for example, the blue worm so that when you approach a red worm (which you don’t want to get) it goes away, giving you a short window where you could grab the yellow worm and speed past the red worm’s location while retaining the yellow worm power, if that makes sense. I kind of assumed that was the key to the Fast Switch level which made me take longer there than I probably should have.

I also loved all the text commentary throughout the level, that was a fun touch.

Great job!

(+1)

Thank you for playing! That was supposed to be the gimmick of Fast Switch but everyone who play tested it said the window was too short and got stuck for several minutes. We where originally planning on scrapping that level but in the end decided to remake it with the red worm having a longer death cooldown since we thought the concept was cool and really wanted it to be added.

(+1)

Ah, that makes so much sense! Bummer it had to be changed, but I can see why you did it. Worked out well enough in the end, though!