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ChobBri

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A member registered Aug 18, 2019 · View creator page →

Creator of

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Thanks for taking the time to try out the game! I'm glad you found it to be fun.

Being able to drop the blocks anywhere was actually something I had in mind for a long time, but I think I didn't bother implementing it because there are still cases where you would need to let the blocks descend slowly to do a clear (similar to how you can't hard drop in Tetris to perform a T-Spin). In hindsight, I probably should have added it in anyways and bound it to the up key. I guess that's what sequels are for ¯\_(ツ)_/¯

I definitely think the concept of managing your downward speed is an interesting idea. However, I don't think the game provides enough mechanics to really play around with this idea. I think pickups to refill platforms and nudge would have been nice since as of right now the main strategy is to nudge three or four times, use platform, repeat. It would also be neat to use those tiny island platforms to slow down which would make horizontal nudging have more purpose. I certainly like the idea though and I like how the game gets progressively more chaotic with the soundscape. Very nice!

I think the combination of the low/high shot mechanic and the support mechanic makes the game interesting. I should admit, it's very hard to figure out how to defeat each enemy without looking at the help page, but once that's figured out the game is enjoyable. I appreciate the very simple AI on the man-eating plants with how they have different attack animations for when you are on the ceiling or on the floor. My favorite part of the game is the temple part. Cool game!

I ended up enjoying this more than I expected to. I will admit that the game kind of saved itself due to a "bug" that lets you push the boulder around like as if it was a beach volleyball. That being said, there were subtle mechanics (intentional or not) that I found to be brilliant and kept me engaged as I slowly made up the pit. I really liked the sort of "resting points" scattered along the path that allowed you to lodge the boulder in place so that the player could scout out the area ahead or even take a breather. There were even couple of "resting points" where the only way to dislodge the boulder was to push it downhill which made for a very tense situation. Another part I really liked were the dark areas. It was very disorienting (in a good way) due to the lighting and overall very memorable. I do think that the game would have benefitted from the level design being less punishing since a hard reset to the start in my opinion doesn't work for this game as there are not many tricks to make your boulder go much faster. Even though I didn't get reset to the start for my playthrough*, I can imagine myself not wanting to go through the whole thing again after having fallen down halfway up. I think the level design should have it so that progress loss is only partial. Nevertheless, I very much enjoyed my time playing this game. Good job!