I didn't think there was much you could do with this concept at first, but you proved me wrong fast! Pretty impressive!
Caletun
Creator of
Recent community posts
Very good execution of this concept; The spring physics feel very natural. I will say that, especially once you add spikes into the mix, it feels very risky to move without having one of your characters stuck to the ground.
Also, I ran into a spike after the first door, and it closed the door and spawned one of the slimes on either side of it, softlocking me.
The audio work is a bit rough (the attack sound cuts off the walk sound, for instance), but I like the game overall. The movement speed at the start may be a bit slow, but you aren't stuck with that for too long, so it's not that bad. Also, the exit portal after the boss didn't work for me for some reason.
Yeah, we definitely wanted the last level to be very difficult. We considered giving the player more time a few times, but initial play tests went well enough that we felt we hit a good balance between challenge and fun. Mastering the early part of that level felt really rewarding to me. It's very possible that, had the playtesters struggled more, we would have given the player more time. I might go back and polish the game up a bit after the Jam - there's a few other Ideas we could never implement.
And yeah, the whole getting bugged into the floor or walls thing happens a little too often, and we should have fixed it.