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(+2)

Before anyone freaks out: no I'M NOT A JUDGE, I just rate and give feedback to everyone's games.
My rating has the same weight as anyone else's!

notes timeee:

Itch marketing:

- Cover art looks interesting? The colors are washed out, it's a far away screenshot of the map in the background? You can certainly put more thought into it and set up a scene in your engine and make a custom screenshot for your cover 

- The logo is nice

- Screenshots make me think of a puzzle game, while the cover art makes me think of a platformer (due to the level design?)

- I like your pitch

- You don't need to explain controls if they are standard, and preferably do it in the game itself.

Alright time to play

- yay fullscreen works

- Sound sliders are not linear...

- I'm instantly annoyed but the footstep sound here's why:

    - The pitch doesn't change slightly every time (which you should do for often repeating sfx)

    - It doesn't match up with the camera bobbing (for which I'd like to see a setting to toggle on/off)

- Yeah tutorial explains the controls, so there isn't much point in showing them on the itch page other than to fill up space.

- And the game got stuck in a white screen after the third level... there weren't any errors in the console and restarting the level/going to main menu did nothing.

- The settings UI breaks if you're in fullscreen and you turn on the browser console

- I completed the game in 3:02

Why grabbing objects suck:

- Your grabbing depends on a constant cursor overlap with the grabbed object. This is bad and awful, pls don't.

- The better way to do this would be to store the object when clicked, and only let go of it when the player is either too far away, or the button is released. This would make grabbing feel way more consistent and how people expect it to behave.

Artstyle:

- The UI and the game has a huge mismatch in style.

- The graphics feel very standard unity template-y, but it's weirdly configured? The bed for example is weirdly too dark on one side.

- I have a feeling that you're using ACES tonemapping, which I would recommend you avoid, because it burns out the bright colors in a weird way and makes everything look like it has too much contrast. Or you just have too much contrast lmao.

- There's also a mismatch of colors between objects, for example the red-ish bed and the green carpet don't work well with eachother imo.

The game is way too easy and I didn't feel challenged at all. The pitch promised me "impossible locations" but they all seemed easily reachable because the cord was almost always long enough to just go directly to the outlet. Only the last few levels required the same "over the wall" strategy which was very obvious to me. This game desperately needs some more thought out puzzle designs because the core idea is great!

Thank you for your detailed feedback! We still need a ton of work in figuring out how to properly handle sounds and polish