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Levels


Tutorial: Simple enough and pretty understandable barebones intro to the concept.

Lv1: It's straight forward. It teaches you to back track. But with the red door, kinda in a different island it can be easy to miss by the player. 

Lv2: the difficulty of this level spiked compared to the 2 earlier levels. The timer is barely enough to solve the puzzle. The indication of door opening is not as obvious in this level (for me at least). It does show the mechanic of dropping the bomb well because of the double buttons.


Lv3: I like the indication of the bombs falling hazard. It shows the timing well. For the 2 buttons far from each other, I got a bit confused because there is no indication that those buttons are linked.


Lv4: The sudden inverse controls confused me. There should be a screen indication whenever this happens. And, you have to be very careful on putting the fire hazard in the inverse controls levels.


Lv5: There is no timer that indicates that the bomb is ticking down. I was trying to solve the puzzle and the death screen caught me off guard because of this. For the first button, there was no indicaiton if I had to press both or not. And then, I like the separate solutions for the level. 



Soundtrack and Effects:


I say that in gerenal the visuals and the sound effects are good for the style of visuals and game you guys are going for. Nice tunes for the victory screen, during the puzzle and favorite is the death screen's tunes. Sound effects overlaps but it is pretty common in these type of sounds. 




Visuals:

I love the death screen. Very cutesy, I like it. The color of the doors can get very confusing at times. The colors are kinda off maybe because of the saturatedness. It is more obvious on the title screen where the background feels more "pop" than the title itself which feels more desaturated. (Idk if it's a stylistic choice but in general you want the title to pop more than the background, maybe make the background a bit more dissaturated or darker)



General Thoughts:


1. Even though the colors are indicated, because of the time constraints, it can get confusing on which door will actually open. Especially in the last level where there can be a lot of visual clutter. (I kinda get that theres different ways of solving it. But if the solver doesn't go to the other way, all other stuff can be a visual clutter)

2. For the fires, they are sprinkled throughout the levels. It is obvious you need to avoid them, but is there any interesting way to implement it so that it is more interactable. (Maybe passing a bomb over walls of fire.)

3. Summary: I like it. Theres some things that needs to be addressed. But as a general idea of a game, it is good and had fun.  :-)

Thank you for the feedback !

Sorry for the short time on level 2, we'll add more time if we are allowed to. As for level 5 there is a timer, but it's on the side instead of at the top, we should have made that more clear (or changed the color of the timer).