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From a visual / level design perspective, the dark level was the best one out of them all. I wish you would have explored more ideas like that, instead of the levels leading up to it. But something happened in this level, that I don't understand if it was by design or not: I hit the skull, instead of the button, and it looked as if I won? Or at least, I got sent back to the menu. Either it was a bug, or intended. If the latter, the information could have been communicated better. The camera was also not optimal, but it was serviceable.

All in all, it was a fun & quite polished game. Good work on sticking to a central mechanic and delivering :)

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Thank you for the feedback! I had considered going back and reworking the earlier levels to do something more like the final one, but unfortunately did not have enough time lol As far as the last level, it actually was intended. That was my way of using the optional theme of taking a mechanic that's meant to help the player and turning it against them at some point. Had you landed on the red lit landing pad it would have blown you up instead. I probably should have made that one closer to the player and easier to get to, since it is possible to just accidentally hit the green candle skull and win the level 😅 Thank you again for taking the time to play my game and provide good feedback! I really appreciate it 😁

Yeah, if it was ridiculously close then it would’ve definitely seemed suspicious :) I did notice it was red that time, but since it was still quite far & difficult to reach, I simply considered it a bug. Anyway, thank you too!