The world around you is falling apart, and you don't follow the rules of physics. Test your perseverance and timing!

A - Moves left
D - Moves right
Spacebar - Jumps
R - Restarts level ( doesn't restart timer)
T - Restarts the entire game ( including timer)

You're able to wall jump of regular walls, falling debris (white blocks), and explosives (red blocks). Being in close proximity of red blocks will slow time to help with decision making. Being in close proximity of white blocks also slows time but only a little bit.

Here is a guide as well as my best time if anyone wants to try to beat it! (may have to copy/paste)

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  • OnTheMatter
    Lv. 8

    It's a bit short, but I still thought this was a fairly solid platformer! I like the scenarios and other than perhaps adjusting the 2nd section in the last level to not be quite so pixel perfect, I think the levels are put together quite well!

    I ended up beating this twice, the first time by beating it the "secret" way accidently, by just climbing out the top of the final level and entering into the completion area on the right. It was very abrupt though and so I went through it again to see what happened, the second time by going through the level as it's supposed to be.

    One suggestion I'd give is being able to zoom the camera out by holding a button, as I found myself on the final level purposefully backtracking just to use the falling block's zoom effect to make sure I wasn't going to fall into spikes. I don't think it would take anything away from the gameplay anyways, "surprise" deaths due to the size of the view are typically frowned upon in platformers anyways (I don't recall this causing me to die, it's just something which crossed my mind as a possibility).

    Some sound effects/music would be nice as well, but oh well. Although the art was simplistic, you did a good job maintaining cohesion. Overall I enjoyed playing through this, the difficulty was a nice breath of fresh air as well!

  • Jackaroo
    Lv. 9

    Very difficult. The main difficulty comes off jumping from the debris. I had some trouble on the 3rd level but eventually made that. But the last level I could just not get the hang of. I could net get my timing right to get on the left side of the debris.

    However I did finish the last level without making that first jump. Once the level begins, you can jump back up where you start and get on top of the level. You can then run right, fall down, hold left and end up on the other side of the levels end and complete the level that way, avoiding the obstacles entirely.

    Also, whilst I think the slow down effect looks cool, I found it made me mistime my wall jump button presses for those exploding blocks. I'm not quite sure why the slow down was necessary for them to be honest. Finally I think there areas that have debris should be telegraphed a bit more. I spent a lot of time dying on that first level jump before i even realised I was supposed to wait for some debris to fall.

    But overall it's a pretty solid engine. Needs some adjustments here and there but I had fun playing it in it's current state.

  • Jason Newman
    Lv. 6

    So so so difficult lol. I could not really get past the first major obstacle of air jumping to the left! Either way, good job on contributing to the jam, keep up the good work!

    Break Ship

    Break Ship

    • Hosh
      Lv. 2

      I appreciate it! There was a lot of unreasonable jumps in there especially without any jump padding lol, I kinda got carried away because I was play testing the movement constantly so I had the movement down. Hope to see you in the next jam! Your game was fantastic :D

  • Brian LaClair

    Super super difficult, but I love how fluid it felt! Good work :)

  • Chris

    Fun and difficult platforming, I couldn't get by the "tricky jump"

    • Hosh
      Lv. 2

      Thanks for playing! The tricky level and some of the jumps in general were a little too hard. I didn't really add any jump padding and the timing on some jumps had to be pretty much spot on. Learning experience for sure!

  • Ethan Wake
    Lv. 10

    Very challenging platformer in the vein of Super Meat Boy or Jumper. The engine is very smooth. Sadly I don't have the skill to beat the last level, but clearly a lot of thought went into the level design!

  • Luuklin
    Lv. 5

    Cool concept, movement feels pretty nice but the lack of buffering makes certain walljumps a bit awkward. The health system encourages damage boosting except for on obstacles that kill immediately, which probably make more sense to begin with. The camera is zooomed in a bit tight occasionally, making a few jumps have to be done blind for the best time.

    • Hosh
      Lv. 2

      Thanks for the feedback! This is my first platformer attempt so this was very helpful. I think I understand what I need to do to improve the feel of the movement now. Thanks!