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(+1)

Quite an interesting game, the base concept is very solid and makes good uses of the theme, and for what I played the puzzle design also seems good.
I find fascinating the idea of implementing the concept as a isometric puzzle platformer, which is a genre which was quite popular in the past but not really explored  nowadays.
The art style it's consistent and very readable, I also kind of like how it's not really low poly but has more of a dated vibe to it, reminding me of the CGI cutscenes in some PC games from the 90s, which I think really fits the isometric puzzle platformer which I believe was popular around that time, so it all kinds of fit together in that regard.

2 things I believe could be improved here for me would be onboarding, and character feel.
- the game for me was quite hard to pick up at first, I did not find intuitive I was supposed to walk to the coloured wheel on the wall, and hold the left mouse button to  display a wheel around the cursor to select the power to use, once I had figured that out the symbols work pretty wheel to understand which power to use, but because the wheel on the wall would have no reaction when I'd approach it was not clear I had to be next to it and it was not just set dressing, and because the rest of the game is played with keyboard keys, I was clueless I was supposed to hold the mouse button, especially because the game being a platformer I had moved my mouse cursor into a corner, as my assumption from having played platforming games before was I'd not need to use the mouse, and nothing from the game told me otherwise, I also checked the game page and the content of the downloadable zip for a readme file hoping for a control sheet of sorts.
- the controls of the character in my opinion are not perfectly suited for a platformer; due to the camera perspective I could not really tell most of the time if was going to land on a hovering platform or if my alignment was off, and the controls in mid air felt quite unreliable, in a platforming game I'd usually be able to maneuver my character mid air and look below for my shadow to see where I'd land, but in this case the physics of the character felt very stiff and would not really allow me to do so, the landing also feel very punishing, in platforming games especially 3D ones usually the physics of the character is forgiving and would adjust itself to make the player succeed when the player is partially reaching a platform (an extreme case of this would be ledge grabbing mechanics), while in this game the character feels like it would often fall into the void even when it looks like it should be landing on the intended platform, and in one case I saw the character literally slip onto a floating platform and fall in front of them

(+1)

Thanks man for the detailed feedback we really appreciate it. <3

As for the comments, we already polished the game and will upload the polished version as soon as the game jam ends so make to follow us to get notified when it is published!

Looking forward to the new update! Keep up the good work :P