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I think this idea is novel! Visually it looks excellent, I think my favorite is the 3D-looking render art for the Cube. Reminds me of some 64-bit horror!

 It took me a couple read-throughs to understand the tesseract exploration mechanic, but it makes enough sense once I figured it out. I think the map layout is strong, as the arrows between rooms really made the explanation click properly where I was still floundering a bit with the text alone. I also really dig the room art itself, it's barebones while offering some sense of geometry which is huge for letting players make choices in abstract/alien/industrial environments. 

Critically speaking, I do feel the rooms' contents left something to be desired. I would have liked to see some kind of puzzle requiring the table to figure out and start exploiting the traversal mechanics - either to access the space warper or to defeat the cube. Multiple rooms also rely on a setup of two blocks/pillars with either a trap or an important mechanism between them and I could see that backfiring (they set off a trap and decide never to interact with the others) or just getting repetitive.

My diagnosis in the end is: phenomenal high concept idea, great art, successful layout, I just wanted to see it bend my brain more!

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Ayo! Thanks for the thoughtful feedback! Yeah not elaborating on the travels am was a choice to save space, hoping the arrows seal the deal. You are correct, let's see if I can spice up the rooms little for possible post jam version.