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Wow, winner right here! Absolutely love the eerie atmosphere. The music and visuals are top-notch. I got quite some doom vibes from it. I really like the gravity change part and that the scene reacts to it. That’s quite some clever puzzle mechanics and so well done. I didn’t manage to finish as I somehow bugged out a gravity change switch as I activated it by accident through a wall and got stuck :( (some place on the outside if that helps) - But it’s a very nice game. When Steam?

I’m quite interested in how you build the movement and gravity systems and did you use Unity or Godot? Are you willing to share some technical insights, maybe a postmortem devlog, that would be awesome?

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Ah, I’m sorry you managed to find an out-of-bounds glitch! There is some bugginess where people can interact with elements they’re not directly facing. I do the “are you facing an object” code with vectors and dot products, when a simple ray would both have been easier, less buggy, and would be prevented you from being able to interact with objects through walls! Oh well, we live and we learn!

I used godot, but did not use any of the Godot physics, instead building all the movement logic from scratch – something I’m very used to doing with my experience with PICO-8 which gives you nothing out the box! The advantage to building things from scratch is that they work exactly how you want them to!

What would you want to know from a post mortem? I’d be happy to write one, but I don’t know what people would care about?

I feel you and Godot is a very nice choice too! I also like to build stuff from scratch even tho using Godot as a framework for all the stuff that is boring to build and you just want to start building a game and not an engine ;)

Well what I’m particular interested in is, is like how do you build the map, plan out the puzzles, like how did you map out all the possible gravity changes, that would be quite a challenge to get it right. And furthermore how did you get the “grid controller -> Player” be able to work in all 3 dimensions so nicely. Did you use some form of grid based movement or “just” position snapping with animations in between and some raycast checks if the player is able to move in one specific direction?

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Oh, and the game does let you continue from your last oxygen tank, so if you wanted you will be able to restart, and select “continue” from the main menu, and lose almost no progress! You’re so close to the end, I’d love you to experience it

Oh wow, that’s very nice and thoughtful. I will try that ofcs :)

Okay I played were I was left ofd and it un-stuck me, which was very nice. Then I tried to solve the level but got stuck as I had some trouble with the orientation and where to go or what to do. But still loving the gravity flip mechanics. I guess with a little more orientational help, like a 3d map (little cube built out of smaller cubes from the actual near-by surroundings in one edge of the view) it could add to the sense of space! :)