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I think a bit of thorough playtesting would have highlighted that the "pink head cannot be colliding in order to launch" rule doesn't add much and creates "you are screwed no matter what" situations, which is not something these kind of games do for good reason!

What I love about some rage games is that they feel like hiking on mountains: you get many variations of unified "problems", but with a small quantity of elements. This is more like climbing voronoi noise, which is ok too!

(+1)

Give me a 2hr linear difficulty progression that has themes and rhythm changes, and I will buy it for 10 bucks! You clearly can make things feel top notch, it just needs that extra push in the big picture design area imo.

Overall, very sweet! Great potential