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(+1)

Interesting concept and good execution! Some feedback:

  • If you make an object big enough that it overlaps the top middle buttons on the UI, you can’t click those buttons - it counts as clicking the object instead. The layering should be the other way around.
  • It’d be great if you could drag around objects that you place instead of having to delete and re-place them. Similarly, being able to duplicate placed objects would be nice.
  • It’s not immediately clear what objects are interactive and which aren’t. Maybe use a different color or something to distinguish them.
  • It feels little cheap to just be able to delete spikes and stuff. I think it’s a little more interesting to have to change gravity to get rid of them, for instance.
  • “Best time” might not be as interesting a metric to track as “fewest changes to the level”. Or maybe assign a “score” to each block/change and try to get the minimum score? IDK.
  • The direction squares are kind of unintuitive due to gravity. Not sure what can be done about that.
  • Bug: if you place a direction square right where the player starts, it “falls” from the gravity perpendicular to that direction, and while it’s falling, it seems to be immune to spikes.
  • A level counter (e.g. “Level 5/10”) somewhere on screen would be nice. I completed all the levels but there was a point where I thought it might go on for way longer. Similarly, a level select would be nice.

Great job overall!

P.S. I definitely found the intended solution to the final level:

Hi! Thanks for playing our game!

The last level was actually nerfed last minute! We found out that it may be a little bit too hard for players to figure out (there's a screenshot of the old 'final level' with the intended path)

(+1)

Haha, that sure looks tricky! Adding that opening was probably the right call even if it enables my cheesy solution.