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Got softlocked after the yippe, but it was alright. The lack of a working reset did kinda hurt the game due to all the forced damage you have to take. It felt like the game wanted you to explore, but actively punished you for doing so. It didn't really feel like a puzzle game where you're spending your health as a resource, but rather a platformer that requires you to use your i frames to the fullest and never get hit by the same thing twice if you can help it. Not sure which of the two you were leaning toward. If it's the puzzle aspect, hiding the environment made it so I couldn't reasonably know what the best way to spend my HP was until I've already done it, and if you were going for more of a platformer, I feel like a lot more could have been done with the gimmick of intentionally taking damage to benefit yourself. Not bad, but it felt a little unfocused.

Thanks for the honest feedback, Neo. That part after the yippee is actually the end, but I didn't make it clear enough to the player. I get what you're saying about the game feeling unfocused. My original idea was to give the player just enough HP so that they had to complete the game near perfectly without back tracking, but I didn't have a chance to really balance the mechanics and level design.