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The puzzles are hard, that's a good side of the game. The other side is, I'm not sure if it's my personal irk or just it is like that in general, I don't feel like puzzles and platformers (with timings as close as this) really go together. I did manage to beat the full game (is there a reason to collect time crystal if the end is in the other direction?), but as the time went on, it started being less of a puzzle game and more of a rage platformer.

As the other comment said as well, there are some issues, like being unable to cancel a shooting action, or shooting line prediction being unreliable in tight spaces, but overall it wasn't that bad.

In the last level, I had to spawn an enemy moving left, and wait for like half a minute for it to reach the red button at the bottom so that I could open the red door. After that there was a whole section I had to go through with floating blue spikes, which made it easy to die and then I had to reset all over again, wasting a lot of time in that place.

TLDR: The puzzle aspect of the game is nice, with some polish (add canceling and fix prediction) it would be even better, but it seems that platformers + puzzles are just not my cup of tea. Still, a very good submission to the jam!

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Yeah the prediction line is faulty since its not checking the proper hitbox and the finicky controls is something we're totally going to fix post-jam. The last two levels are to showcase the other half of the gameplay, wherein its less about strategic planning and more about maneuvering around hazards you've made. However, you can actually strategize in those final levels so that the hazards are less of an issue for you by spawning them in certain spots / directions.

We designed it to appeal to both those who like complex/hard puzzles, but, also those who appreciate precision platforming & finesse. Again in those last levels you can outsmart the cloning system and make it easier for yourself. Our main regret is not making more levels where the difficulty ramps up a bit slower – obviously due to the time constraint that couldn't happen. I really appreciate your input and I'm happy you played it all the way through. I think as we extend this concept we might to give the player more agency in how the levels play out (like give them the option to brute force if they want the challenge but also have a way to outsmart the level to avoid that).