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(+1)

There’s a lot of actions and informations on the screen, I found it difficult to keep track of everything.^^’ The concept is interesting, and managing space in a creates interesting challenges (in a way, it reminds me a bit of Wilmo Warehouse). But the game rarely let the player breathe, so it’s difficult to do anything but panicking. x) There’s also something that feels weird about the items movement. Maybe the fact they feel always stuck, or only move in tiles, or pile up very quickly in a critical area. It’s part of the challenge, but moving objects being the main interaction with the game, that basic action being difficult or blocked 80% of the time make it feel tedious. I think there’s a clever concept here, and to be honest the game is pretty rich with a loop, cohesive mechanics, music, assets… It just has a lot of frictions here and there. Maybe it could be more “chill” at the beginning, to let the player organize its bag and understand the basics, before increasing the difficulty progressively.

You have a really good point! I need to be more thoughtful about letting the player breathe. I think I get so afraid of boring them, especially as someone who knows the game inside and out, and that fear leads to silly decisions like making the game too fast. Thanks for trying it though :)