Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

reliken

5
Posts
A member registered Aug 08, 2019

Recent community posts

Love it. Wish I could move a little tighter and had more control about when my shard stopped, wish I could recall the shard if I had a bad throw (IE, into spikes).

Love it. Wish I could move a little tighter and had more control about when my shard stopped, wish I could recall the shard if I had a bad throw (IE, into spikes).

Love the concept, very bad at the one quarter second mid-air to switch timelines, half second to land and re-adjust, one quarter second to make jump to next platform before it appears in the next timeline.

I'd suggest a floaty-er jump, with more hangtime, and/or a slightly longer chunk of time in the other timeline.

This is super fun, but completely unforgiving from a very early on. Some of the precision required is insane.

A level number/counter system would be a fun addition so folks could talk about how far they got - if we had one, I'd tell you where the game got too hard for me and I quit.

I love the concept, design, music.

Shortcomings: Once you run out of batteries, there's LITERALLY nothing you can do. You just restart or wait to get blown up. Not very fun.


Asteroids seem completely random. Sometimes I just get taken out by one and I had no way of knowing if it was coming or not. It would be great to have a radar or something so you could have some idea of where you were going. As it is, getting taken out is just bad RNG, and that's not fun either.

Finally, if you happen to jump in a direction with no gravity wells, you're done, game over. Like with running out of batteries, there's literally nothing you can do. Players should be able to have a back-up option, even if it isn't as good as moving the normal way.

Thanks for making this.