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Cool ideas here that doesn't overstay its welcome. Does a good job of communicating what the player should be doing.

The only real issue I had was the beginning part felt slow and repetitive after you fail a few times. You spend a lot of time waiting on the planet rotation. Also, I ran into a bug where jumping on the enemy didn't kill it, I kind of just rode on top of it.

The cutscene with the void encroaching on you is really cool as well.

Thank you. You are right, the level design is very basic as I did not have the time to work more on them. The slime was also rushed, there is probably a much smarter and more stable solution, I just slapped on collision shapes until it mostly worked ;-)