Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Decent entry. I collected three of the five key pieces and what I think are all the main abilities, but didn't feel up to scouring the map for the others. The visuals and level design are certainly minimalist, but maybe to a fault - there seem to be a lot of empty hub rooms and long confusingly windy hallways with no good landmarks to distinguish them, and it made navigation just really confusing. I also had trouble gauging the depth of objects, especially the enemies and my own projectiles, which I think was probably exacerbated by the visuals since all the perfectly flat walls and fog lead to a near complete lack of reference points to gauge depth from.

The actual upgrades themselves were fun enough, the concept of an antigravity field instead of a jump is cool, and the sticky bombs were pretty satisfying to use when I wasn't blowing myself up thanks to the aforementioned lack of depth perception. I found the stamina system for the skills to be mostly just an annoyance rather than a meaningful limitation, though.

Yeah, there definitely should be more landmarks and generally different architecture across the level to distinguish areas. The simple truth is that I ran out of time to add in more detail and assymetry so it has ended up quite boxy and samey. I'm intrigued by your depth perception comment though, especially as you mention the fog which is intended to help with that. Do you think it's just more detailed architecture that's missing for you or maybe textures would help?

Imma be real, I wrote that review right before going to bed and was really tired and not thinking the clearest, thinking back more clearly I don't think the fog really contributed to the depth perception issue at all. I mentioned it because I was mostly trying to think in terms of the background being a very flat gray a lot of the time, but most of my issues with depth perception happened at more close to mid range where the fog wasn't really in effect.

actually going back into the game for a sec I think a big missing thing that would've helped way more with the depth issues is object shadows. A lot of my issues were more with telling where objects were laterally in a room, so I'd regularly undershoot bombs or have a hard time judging where exactly to place my antigrav beams.