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(1 edit)

My teammate recommended this, so surely you did a good thing! And yeah, it shows!

Here’s what I found though: The map design choices were weird as there are dead ends…

  • On Phase 1, I thought I could go past the same pathways since it suggested there might be more to the corridor
  • I noticed the hitbox is slightly bigger than the sprite going through the orb corridor… can lead to frustrations
  • Again on the same phase, I thought that I glitched through and got to Phase 2. Though it said dash at first, the funny little graphic you said I got dash, which helped the idea.
  • The passthrough platforms should’ve been conveyed better. People will definitely know if you can’t drop through it! It also gives players a note to go back there later.
  • The spikes when passing through the orbs in Phase 2 suggests there’s more past the spikes, but no. Speaking of the spikes could have been clearer
  • On Phase 4, it did not click for me to just climb the wall on the left until I looped…. oops. But I did found that when I crouched past and climb the wall past it instead, I fell out of bounds. Clearly unintentional, and thankfully you did have a Restart button. Kudos to you on that!
  • Phase 4 also made me confused but I think it’s a bug on my end where you fall slower somehow.

I also find it interesting that you can play this with only one hand.

I am aware of your warning though the camera. Thank you for that as it helped me with the experience. Thankfully, treading back isn’t a chore and the loop resets are fast enough.

It definitely feels more complete and interesting outside the bugs! Good job~! (Gosh I like the rain particles, it makes much less dull!)

(+1)

Thanks a lot for playing and for the feedback! I could sum all the problems to the level layout being rushed and the guides being terrible, it was totally out of order I wish post jam we would have more time to fix this, but I hope the general direction of the game is at least promising as an idea!