Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

I could tell the levels were hard to make with this kind of mechanic, but you did it well in my opinion. The best way you made the tricky puzzle parts were when you put lots of everything at once, so the optimal path to do it all is hard to find but satisfying to solve. My favorite level was level seven for that reason, and my least favorite is level four because of an annoying jump timing.

A limited inputs platformer I expected to find. In fact, that was my first idea before I scrapped it. I have drawings to the right of me of a level prototype to prove it. I guess I can't prove it, I could just be lying to relate to you, but I promise I'm not. Anyways, I didn't expect a limited inputs platformer where the inputs are switches, and turning off a jump is more expensive than just keeping it on. I don't know if there's more puzzle potential with that, but I think it does because it allows the arrow blocks to exist and do cool stuff.

Also the thumbnail is epic.