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Alternate reality was a nice touch for the platforming, though I wish it wasn't tied to a stomp. Same with the elevator doors as it seems like if down was held with a misinput, you could no longer stomp until you release it and press it again, which made it awkward. The other note is wall jumping into a one tile passage was more difficult than I expected. I really liked the alternate world mechanic.

Thanks for playing! If it's any consolation, I don't think there's more than one or two spots across the game where you have to wall jump through a one tile gap. I tried to include a simple jump in at least one dimension for any intended paths, (or a wider opening after a wall jump) but I did leave a few very frustrating dead ends. Our original idea would have had you consuming kronies to jump between timelines rather than groundpounding for everything, but we very quickly realised we wouldn't be making that happen within the deadline. Both are definitely high priorities if we update this after the jam! Either way I do want to explore multiple-timeline platformers again when I can devote longer to level design.