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(1 edit) (+1)

The atmosphere is peak for a puzzle game, especially with that music, and the concept itself is very interesting. Definitely something I'd see released in the 2000s.
I wish it had more of a tutorial in the beginning, with the first puzzles showing you the basic mechanics (how to move, where you can or cannot go, basic techniques for getting around etc.), instead it felt like it kinda threw you in the deep end.

The controls are kind of wonky, I think they're mapped to the way the jube would turn given its current attachment point, rather than being mapped to the direction you'd like to see the jube go. This resulted in me making a mistake, trying to undo my mistake only to go the wrong direction again, taking about 3-4 corrections before I'm where I wanted to be. It also resulted in situations where you'd press one direction to move the jube in a certain way, then you'd need to press a different direction to move it again in the same direction in the same way, as holding the button would just make it go back and forth. I think the way the jube is controlled needs an overhaul for sure.

Finally, I think the isometric perspective does no favors when it comes to the readability of the environment, often I was under the impression that certain things were adjacent and I had to keep turning the camera to figure out that they weren't. Some sort of depth of field, or a switch to full perspective projection would help with this.

Edit: This just came to me but some sort of feedback for when you try to move in a way that's not possible would be great as well.

The controls are mapped to always go in the direction of the isometric view. So if you are on the side of a pillar, being on each side would be a different WASD input to go down.

Because there is no 'front of the cube', it's not facing a direction to move into. I am not really sure how else the movement could work. I did add an invert movement option for whether up left or up right is forward (W) as that is something my brain had trouble with in other games.

The going back in forth movement was a compromise when at corners, since I wanted to keep the movement as WASD only, I needed a way to move around the corner when the other directions are also available. I opted to just make the direction being pressed to reach the corner wrap around one block. I could have maybe implemented a release requirement before being able to go back, but I found the swinging kind of funny and monkey like so I kept it.