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(1 edit)

my favourite platformer puzzler of the jam, 49 levels for a jam is a bit unhinged though ngl. I personally would not change anything about this. The floaty slow fall strafing makes more sense for later levels anyways where you have to actually use it. The tolerances are super tight but that makes it feel genuinely good to beat a puzzle, and requires some real planning and outside of the box thinking. All your mechanics work in tandem and are very inventive. I even like the puzzle pacing where one puzzle is omega hard and then you get a few breathers.

very, very good underrated release

(+1)

Thank you so much for the good review, glad you liked it! Since the physics were the first thing I designed, I made levels to push them to the limit, which is why making the physics less floaty near the end or now is not an option. When I do make a new game I will have slightly tighter controls and less floaty so you feel more in control, but the levels will definitely be designed around that in push the new physics to the limit.

The difficulty from what I've seen has been a hit or miss, but it's great you got lots of enjoyment out of it as what you described was my intended experience :> If you are thirsty for more, the scenarios (levels) are in .yaml text format and can be easily modified. Changes are reloaded per death which is useful for testing too.

I do plan on making this a full game sometime in the future. I will give it the Celeste treatment by creating a story, refining the graphics and level themes, and perfect the physics as well. The final week of the jam was spent just grinding levels and the final nemesis types lol.