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That was pretty nice! There’s a lot of cool ideas in the mechanics, and the level-design is gratifying. I finished it in 1h30m, the estimated time is really accurate!

Some of the platforming felt a bit too punitive sometime (especially the Vault), but overall it was enjoyable. There was times I was afraid to not be sure where to go, but surprisingly wandering a bit randomly in the Park generally led me to something.

This makes me wonder how “linear” the level-design actually is? I always felt like I had several options, and there are even some paths I definitely never took. Are there different orders in which the game can be completed? Although I felt like I had to come back to Cistern way more than any other levels. But the global game felt very open while never getting me “stuck”. You did a very good job!

Small nit-pick though: it is possible at some points to get soft-lock! :p It happened to me twice, once by entering a room with the Ice with no ramp for exiting, and once by dropping in the Cistern with Glass. But given the scope of the game, it’s nearly impossible to avoid those kind of scenarios. Perhaps a “reset to previous checkpoint” action could help?

Thank you so much for playing! Happy to confirm that yes by design there are a few routes through the game!  Most players will get Wood -> Ice -> Gyro -> get lost for awhile (oops) -> Glass, but you can actually immediately get Gyro once you get Wood, and then there's an alternative way into Caldera to get Ice and then Glass.

There are definitely a few softlocks some I missed and I'm always thankful for folks pointing them out - I'm happy so far all softlocks have been fixable by quitting to title and loading back in...earlier there were a few where if you hit a checkpoint your entire save file was permanently doomed. Definitely a hazard with this style of game that requires more playtesting than I had time for (the entirety of Vault was created with about 3 hours to go before the jam closed)

A checkpoint reset button would have helped! But I was a little worried you could break things by teleporting back (last checkpoint is underwater -> freeze surface -> teleport back down to checkpoint)...lots to think about. 

I hope to take this general concept and kinda re-evaluate the world design and overall progression in the future since I really love the concept - I'm glad even this version with some level design quibbles was still fundamentally an interesting time!