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A bit of sound design and visual communication on what inputs are being pressed would go a long way to make it *feel* right and ground the player. Needs a pause menu; and I'm not even sure if there was a way to quit from the main launch screen but I didn't see it.

I'm wondering if there's even any kind of penalty for jogging in a gentle circle for hours while I think.

The combination of making the player feel hurried while they're still trying to work out the controls is, I think, a bit too much. Similarly, the first real obstacle (the maze) is too claustrophobic which makes it hard to tell where you're going or find a route intelligently.

You could try reversing the motivational force; instead of a stick (you die from standing still), carrot (you get points for going fast and covering new ground)

It's also tricky to tell what surfaces I can run up and what I can't. I backtracked through the maze because I didn't visually parse that I'd been locked in.