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ezredder

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A member registered Jun 09, 2020 · View creator page →

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awesome!

wow my bad! just patched the game with updates + fixed that level transition

added linux version

Sure, sounds cool! I can provide a linux version after the game jam ends.

That's actually not the last level haha. What ended up happening is that by going out-of-bounds, you skipped the checkpoint in the middle of the level, and so the level transition at the end of the level didn't spawn in. The last level is the one after that (and it has a "you win" screen!)

Thanks for the feedback, I think challenges like the ones you mentioned would be cool. Glad you enjoyed the game!

Cool! I like the idea of a reverse Peggle, definitely a lot of potential there in terms of game mechanics and level design. Reminds me of Peglin in that it's a more modern take on the genre.

Had fun playing the game, wish there were more levels. I like that it isn't just a game of "keep away", but there is also a more puzzle based aspect where the player has to figure out how to raise their income levels and keep the sword in the air for a certain amount of time to finish the level, as demonstrated in level 2.

Like others, I think the game would benefit from a little bit more tutorialization, but at the same time it's good to have the player experiment a bit. I believe that it isn't necessarily bad design to have the player fail a couple times.

Good stuff!

Thanks for the detailed feedback! Super cool that you made it past that one u-turn obstacle, it was only until the development period ended that we realized that part was way too hard.

Although it wasn’t the intended design from the outset, the movement ended up feeling pretty similar to Getting Over It, which I think is what you are alluding to in terms of the game concept.

I did all the levels with basically no prior experience in level design, so really glad you enjoyed it :)

I agree that the jump ended up being pretty unnecessary, definitely something to look at in the future. As for the clipping issue, it ended up being a pretty difficult problem to reproduce and fix, and obviously we were operating under a tough time constraint, definitely something I wished we could have improved.

Thanks for playing!

Really cool!