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(+1)

good aesthetic, music and minimal art style gives it a lot of polish

mechanics work well, although i'd have liked to see a few other ways of interacting to add more variety and open up some opportunities for puzzles. currently the only challenge comes from really tight paths with spikes which encourages making lots of small launches and cheesing with the slowmo. i dont think this takes advantage of the mechanics as well as it could, it slows down the pace which removes a lot of the fun of launching the ball around

seems to be a bug on the 2nd hard level where collecting all the keys doesnt unlock the exit, so there might be content i couldnt access that addressing the previous paragraph

(+1)

yeah. I managed to fix the bug on my private build after. I do agree that more opportunities for puzzles and planning out your route might be more interesting.

In the prototype I experimented with breakable walls like in my last game but didn't keep it because they felt buggy and unfun. Another game I saw experimented with sticky walls too. Perhaps if I were to expand the game mechanically i could add a zone where your slingshot ability is inactive.

The 2nd hard level happened to be the last one so you're good there. There is a cheat button that lets you skip levels too in this build too.


The hard mode levels do have a higher skill floor and definitely could benefit from more playtesting. It does have a very different playstyle from the normal levels too w/ what you said regarding the small launches and balancing slowmo. I did consider cheesing the slowmo to be balanced because the timer is still in real time.

Thanks for the feedback. Glad you enjoyed the game enough to play until the last level :D