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(+1)

The art and animation is great and the sound effects, story, characters etc. fit very well, super well executed stuff

The gameplay honestly felt very unrefined though; collision shapes seem to be very gratuitously large(to the point to where getting hit feels quite counter-intuitive/unfair), a lot of the elements and segments of the game felt kind of time-wastey(like having to wait for the right log spawns, stealth segments being difficult/counter-intuitive to avoid and the alert enemies just kind of being a little obnoxious honestly) - I'm not sure what the tool you're using for development is and how it functions but it definitely feels like it needed a lot more tweaking/playing as you go (like running the game, trying out movements/areas, feeling how it felt for you and adjusting etc. and really tweaking things by feel)

The game does seem somewhat tough(intentionally so) but I wonder how much people are getting frustrated with the design elements of the gameplay over some of the intended challenge - it really sucks to admit I didn't really have a lot of fun with the game because it's beautiful and I wanted to enjoy it so much 🙁

A really bittersweet experience and review unfortunately; I wish this was just gushing about your excellent art or the story but what I experienced with the gameplay really stood out quite negatively

(+1)

Thanks for the feedback. I really didn't have much time to balance the game, which resulted in a high level of difficulty and some impractical mechanics. I intend to adjust these things after the jam, so all feedback is welcome. Thank you very much. :)