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Those heads following around were definetely unlocking a new fear in me. I sadly could not do anything in any room I entered. So from a game design perspective it would have been useful to make the game a bit more streamlined, e.g. by ensuring that the player gets a core-set of abilites. However: I do understand that considering the vision of the game, adding more hints would sort of destroy the vibe of being lonely, tiny and meaningless. Personally there could be a bit more stuff going on in the environtment. Just because the game is about mega-structures it does not mean that there cant be small stuff going on. I would even claim that having a bunch of small elements and world details can pronounce the massive environment and therefore improve the world-building. Atmosphere wise that game is great, especially considering how minimalistic the surroundings are. 

All in all: cool game, but some support for the player would have been great. 

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Uh-oh - that's not good - so you never got any abilities? If you wanted to try again and for anyone else in a similar situation, after you've gone down the 'spine' to the level below you need to go through the left opening to get the first ability which then unlocks a lot more of the map.  I probably need some sort of hint that that opening is important and should be prioritised as you're not the first person to miss it. Yeah, agreed about having some smaller environmental details. I had originally planned on having a dressing pass but I ran out of time to do it. Thanks for playing.

Running out of time is sort of part of participating in a game jam. But I might try the game again. And it would be very interesting to see how the game would be with more time.