Run, jump and shield-bash your way to the end. Experimenting with dangerous looking objects is the key to success.


Arrows: Move

WASD: Move (alternative)

Space: Shield stomp

J: mute sound effects

K: mute music

We didn't manage to build it for mac before the deadline, but if you want to try it and are a mac user, it can be found on itch:

Artist's (Bluzi) Games:

Programmer's (Ivanbje) Games:

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  • Kwis
    Lv. 67
    • I got locked in the second room cause I was sent to the spawning area thanks to the thwomp with gravity backward :( I don't feel like starting again, the maze aspect is hard to deal with because the view is small. Unfortunately, no restart key, would have been helpful there.
    • Music is super sweet. It has a pretty cool progression!
    • The level design isn't bad, I like the mechanic.
    • Sounds were weird but fitting! I like the thwomps, the second level made me realize there was a stomp shield thingy.


  • Fachewachewa

    There's some really good ideas around the theme, but I almost gave up on the first level. And I don't think people who gave up here missed a mechanic with the arrows but just missed a place where you can find spikes.

    Which is I think the biggest issue with the game, the labyrinth aspect doesn't add anything. The view is so small that you don't really know where to go, and there a kind of trial and error just for choosing a path, because you usually can't go back and have to loop from the start of the area. It's basically punishing the player for trying stuff, which is the opposite of what you're doing with hazards!

    You had some really good ideas, trust those idea and build levels around theme instead of distilling them in punishing labyrinths. It the only real issue here, everything else is excellent.

  • Tero Hannula

    This was really clever, and I like puzzles. But in these kind of games, you hope somekind of landmarks, draw different areas bit different color or something visual, so you can map mentally where you are. Especially in games where view is limited and levels are big mazelike. Otherwise, this was surprisingly pleasent game :)



  • GhostlyFeline
    Lv. 5

    A clever, well crafted puzzle game. It took some time to figure out how the mechanics worked, but each new level felt like I was discovering something, which is perfect. Combined with a bizzare, eerie aesthetic and a weird eyeball boi™, there was a lot to like here.

  • Amet
    Lv. 1

    I don't know if there was a way out of the first room but I couldn't find it. I get really lost in games and in general.

  • Yosi
    Lv. 46

    This is a really good game. The mechanics and puzzles are unique and interesting. The soundtrack started out slowly but after a few more instruments kicked in it was good. The only real complaints I have are that it can take a long time to get from spot to spot in the level and that the screen size is so small. Other than that it is an impressive game!



  • Nick Ver Voort
    Lv. 4

    I love the idea of a platformer where experimenting with hazards is fun instead of dangerous. You really executed this well. The graphics are simple but really aesthetically pleasing. My only real complaint is that I struggled to find a way forward and felt like I was retracing my steps a lot. Probably the level design could subtly lead the player in certain ways, but if the intention was to have the level be maze-like then that is fine. Overall I thought it was a great game, good job!

    • Ivanbje
      Ivanbje Developer of Oproto

      4yrs ago

      Yeah, the idea was to have the level to be a bit maze like, but not to the point of frustration. Just get lost enough that you'd take a path that'd lead you to where you previously were but keeping the levels relatively small that'd you get a sense for the layout rather quickly and be able to figure it out.
      Glad you liked it.

  • Boreality
    Lv. 4

    Charming and really well designed. Lovely game <3