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Whoa! I love the concept I really had a great fun :D I didn't expect it to be platformer-like in the cave, avoiding to get stuck and all (just kidding I know how hard it is to avoid collision errors, but it's really smart having set a respawn button to circonvent the issue, i'll try to remember that trick !) It was a cool adventure and I liked how you manage the ending. I just think the controls ould have been introduced in-game, but maybe I missed that (had to check the desciption to find the interactive).
Anyway, with this concept you found a really cool way to make the players engage more into the game, while integrating-it into the game diegesis. Very nice entry !

(+1)

Thanks for the kind words, I got a little worried in the last day or so of dev time that the concept is actually a little weak, but I've been proven wrong :D

I always struggle to make in-game tutorials that aren't just dry or require a lot of reading and it feels like it slows down the rate that people get to interact with mechanics.  It's something I need to work on as I do more.