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Hey! Very unique and original style - keep it up! But the game lacks visual cueing: First I got stuck at level 2 (second room. I know, right, lol) I didn't get that there were back sides of the doors to the left and I needed to go there. Differently colored tiles didn't catch my attention as doorways and I thought of them more like of a shadowy corners... X.X Slight arrows pointing that I can go there would help a lot

And another thing is I wasn't expecting a logical puzzle when I needed to destroy logs to advance further in the game and wandered a lot through the game to realize that that was the only available thing left to destroy = the only thing what I'm able to do XD Maybe slight gradual illumination of paths towards piles of logs would help and having a counter telling me that I'm doing the right thing destroying them and how many of them are left. On my first run (when I died) I accidentally destroyed one pile of logs and screen shook giving me negative feedback so I thought that I'm doing the wrong thing - destroying somehow the system/notepad friend - that's why I was cautious and didn't wanna destroy them on my second run. Plus they don't drop anything so I wasn't really motivated to destroy them for the sake of destroying them

Also platformers and such isometric shooters aren't my strongest suit and I was unable to advance further than three towers/guns shooting at me and I guess that I need to destroy them in order to advance and I basically didn't have enough time to dodge bullets from left and right guns, then go back standing in the middle of them, rotate and shoot enough times in a row to get them destroyed. Top one was easy one since I basically got in the level facing it, but sides ones are my weakness 

Thanks a ton, Kreelien, for your amazing feedback. Very helpful to me. My biggest weakness as a game dev is probably around game mechanics and fun, and your suggestions are so great. On it!