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I'm absolutely exciting that you enjoys my game so much! Your suggestions are incredibly helpful. That attention to detail is exactly what takes a good game to the next level, and I'll be sure to set aside some time today to polish those specific points.

Regarding the brown benches: they actually started as a game mechanic. I developed several interactive elements early on—the "Nails" being the simplest among them. However, once I actually started designing the levels, I realized that the combination of just the one-way platforms, respawning blocks, and Nails was enough to support a solid 10-minute playthrough. I spent many time on those levels! I simply couldn't afford to spend more time integrating other mechanics; I had to shift my focus to polishing the game's visuals and adding environmental elements to make the scene look less barren.

So, the original benches were simplified and modified to serve purely as background props. Admittedly, I left them in a few early rooms as a subtle hint—suggesting players needed to stand on them to solve a puzzle. But you're right; it seems the hint didn't quite work as intended. It probably just stood out awkwardly.

Thank you so much again for playing the game and for all your valuable feedback!

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I think that the focus on a few really well implemented features is hard to do but super important for a game jam with such small scope / little time.  You prioritized well and I’m excited to see where it goes with more time now!

Playing through again after the update!

  • Love the new "hammer charged" sound!  It might be even cooler with something that plays as it's charging up too!  Everything else in the game has such good sound effects, that the charging period is the only "awkward silence" I can think of where something is "happening" but there's no sound feedback.
  • I got very excited about the first new mouse NPC, and I managed to jump up to it straight from the ledge on the left, with a little bit of a boost from the player collider shape at the top.  This solution bypasses the breakable wall area entirely though, so it's possible to move on without having a chance to realize that that's a thing.
  • The block respawn animation is also great!  It seems like it gets delayed by a tick when you swing the hammer with left click?  Now that I can time it precisely, I was startled by it "pausing" for a second right as I commit to a swing.
  • The right click has to charge up like left click, which feels intended.  But if you right click to charge up (not held down), then the next action you take, including left click, makes you perform a right click action.
  • I might have just not noticed this before, but from my first play, I had the impression that the hammer always sends out three shockwaves past where it actually hits, regardless of whether it goes through a wall or something.  I mostly feel this way because I'm used to the sequence of 4 "bang" noises that play after swinging.  On this playthrough I'm noticing that the sequence sometimes stops, maybe when it goes off the edge of a floor or hits a wall?  It sounded surprising when only one or two of the sound effects played!  But sometimes they do still continue anyways?  I think it makes sense either way but should be consistent.  The weirdest case is in the room with the first key--if you stand on the far right side of the platform above the bench thingy, and swing facing right, the hammer hits, skips the first chained shockwave, and then still does the second and third!  I would have expected the later ones to be dependent on the first ones happening.
    • I suppose that the shockwaves have to go through walls to be able to do the later levels!  So I'm curious why they only sometimes don't go off, then.  It's never prevented me from making progress, though!
  • The new nail timing is great!  I missed a swing, had to fall back to the platform I came from before it was back, but by the time i jumped back up to it, it was back!  No waiting needed, but also no way to cheese it :)
  • I died on the second triangle again, and very much appreciated the new checkpoint!
  • The new checkpoints look cool--it has kind of an old fashioned telephone or electrical wire vibe--but I think the original design was more obviously a checkpoint.  The inactive version is pretty easy to miss visually, although it'd probably be pretty hard to actually miss them physically in the game as you progress, so not a big issue.
  • I think I just realized the intended way to get the key out from the spike pit--knocking the nail with the key "stuck" to it back upwards?  I just jumped down to get it and died both times previously heheh.  I also got the second triangle and then died on the way back down, but kept it.  Perhaps something like Celeste would work here, where you need to return to a "safe space" before the things you've collected stay with you / resolve.
  • I love the new animation upon getting all triangles!  (At least I think that's new?)

Awesome update, and great responses to the feedback! :)