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I really liked the visuals in this one, the pixelated transition screens, how seamless everything feels - this game seems very polished.
It's very hard to evade in tighter sections, but the fact that patterns have rhyme and reason makes it seem not unfair.
The only issue have is more of a broad design one - due to the nature of the game, my first instinct is to immediately run and try to brute force the level, without even taking note of the level layout. And most of the time this works, maybe after a try or two (or a dozen). I would've preferred if I was able to explore the level freely at first and make a plan, and then as soon as I touch a single instrument - get bombarded with projectiles and put my plan into action.
But still, this game feels very polished, looks great, and was very fun to beat.

Feedback like this are very inspiring to us! You are completely right: even if we managed to arouse the main emotions we focused on, we tried to have the fastest way to start and repeat a level, without thinking about giving players the agency to analyze a level and, only then, let them try what they had in mind. If we will expand this game we will 100% lean towards the designer choice you proposed. Thanks for your words!