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-Shadow pop in in the forest intro is appalling. It's 2 feet in front of me. And personally, I would prefer if it was consistent and used the tile based movement instead of a bespoke first person. But it's fine I guess.

-You're probably aware, but the button prompts clash with the entire visual style of your game.

-Texture LOD is too aggressive. If you take a step forward after starting the first level, the bricks of the pit's wall ahead of you will all pop in. And if you undo a bunch or reset the level, all the textures need to be restreamed in or whatever in front of your eyes. Game doesn't seem that intensive, couldn't you add an option to always load the best LOD or some such?

-New chain/blocks are fun. And I haven't said it yet but the polish is great. Lots of care put into this.

-The level Hold feels like filler. Why is it interesting to have a gate get in the way of a block? All it does is add the step of shooting the eye keeping it closed. Subjectively, first level I didn't care for at all.

-Angle is the first level where I get stumped for a bit. Really fun puzzle for how simple it is. Also, behind the gate that has the block for completing that level, there is a hole in the corner edge that shows out of bounds geometry.


-Would be nice if restarting the level a bunch in a row, didn't each have its own undo. Much like how you don't include an undo for each time you bump into an antiwalk tile. Though speaking of, for some reason there isn't undo for bumping into the red no-walk-around-corners repeatedly in levels, but in the hub each one has its own undo.

-Not bad per se, but the outline shader draws in front of the red no-walk-around-corners vfx. When an object is behind it like the edge of a block or a gate beyond it, the outline sticks out and makes the effect less nice to my eyes. And as a bonus, there is clipping/flickering here when it occurs on top of  a one way door.


-I notice that when reclaiming the arrow, the wall version of it will stick around for a second after it already rematerialized in the bow. Not sure if intended.

-Got stumped on Push, Release, and the hub puzzles. Normally I would move on to the next area, but since I can't I went to sleep. Next day, I finished Push and Release quite quickly, funny how easy they seem now.

-I couldn't figure how to get the 3rd block free for the locked thing, so instead I went for the new levels. Took awhile but I got there. Extraction wasn't that hard to figure out, but Slice is very opaque. I can't envision a way to get through the pit and walk to the exit. So I take a break and sleep again.

-Slice is actually really easy, but I don't like it. I was strung along by the level name and the fact there's a button plus slice mechanism. Basically, I went down a rabbithole of trying to use that mechanism somehow(but it seems like it isn't possible to ride the blocks without dying), instead of just doing what I show below. Though, there's a good chance this is an unintended solution.


-The extra levels for doing the hub puzzle don't seem to have a perma path unlock after getting to them. That isn't great, makes it annoying if you want to revisit them later, or you beat one and want to go elsewhere but are pressured to stay so you don't have to do the hub puzzle again. Though the puzzle isn't that hard once you know, this expands to all future hub puzzles and may be more of a problem if they get more lengthy or hard to remember. But for the average player going once through, the system is probably fine as is.

-Spent more time trying to get all 3 blocks to the switches. But, I'll give up for now and maybe return later. I feel less motivated now that the levels are 100% on the save screen.

So overall, I had a great time!  'Beat' it in ~2-3 hours, 6 to eventually wrap up what I was stuck on while listening to other things. Already feels like a near finished game, content notwithstanding. Puzzle design is fairly good. Could be improved upon, but I wonder how much of that lacking feeling is just from playing the starter puzzles. Later puzzles tending to be better.

Good luck with the continued development.