Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I've just played 5 levels for now but have to say the game is so cool! It contains very interesting puzzles by their own. However adding "ichor" mechanic is so clever I just had to write this comment. Great job! :)

Two minor suggestions from my side:

1. I've watched gifs before playing, so when I started first level I immediately solved the puzzle without touching tutorial. Then I was little bit confused why I can't click my green "ready" button. It turns out I have to go through the tutorial to do this. I think you could make tutorial optional or make it more clear it's still not finished.

2. You introduce new element after every level. This makes the game super condensed which may be fine for many players. For me it was too dense though. I'd like to have more levels with newly introduced element to get familiar with it, know it's good and bad sides, discover which synergies play well on various levels (e.g. open vs tight level). It's a lot of work I know, but you could turn it into fully functional title with several worlds that have their own flavour and maybe own "ichor" goal.

Thank you for playing, and for posting feedback! I agree on both points. I did a tiny fix for the "ready" button, so now it should be clickable without going through the popups. The tutorial was hacked together last minute...

And the plan was to have many more levels and to give the new tile types out slowly (About 1 per 4 levels). I agree it gets too dense, but  unfortunately I ran out of time. Might do that change if I come back to this later to make more levels though!