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(1 edit)

I get the comparison, especially since both games explore recursive spaces and have a similar transition effect. Patrick’s Parabox was definitely an inspiration, but calling this a clone overlooks a lot of what makes our game unique.

The level design, mechanics, and puzzle structure are completely different—for example, in our game, you can't backtrack after entering a level block, and you have to actively assemble levels to progress, which leads to entirely new types of puzzles. If you compare a walkthrough of both games, the solutions and problem-solving approaches are nothing alike. I don't think there's a single level in either game that could be replicated identically in the other.

That said, I appreciate you checking out the game!

Listen, if i copy a game, same mechanics, same feel. But create new levels, that is still a copy! Of course you didnt copy patricks parabox levels, but the core gameplay loop, is the same as your inspiration. Every game is directly or indirectly inspired by another game, look Magic and Pokemon, they both follow a similar idea, but in the gameplay they are completly different. I for my game got inspired by balatro, with the feel of the game, but if you play it you are going to see that it has nothing to do with my game, Because its his own thing.

Im sure that you didnt want this to be the case, but unfortunatly it is. I hope that for your next games, you can better understand the difference, between inspiring and copying

This said if this game has been done in the jams period, it's very impressive 👍, though for me it is not rateable