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Really creative little stealth puzzler! The echo mechanic used to scout the floor below is such an interesting mechanic!

I really appreciate being given as much time as I needed to scout the floor below before committing to drilling down to the next floor. Alternating between the planning stage and action stage feels like such a natural way to mix up the games pacing given the theme.

It might just be me, but I sometimes found myself bumping into and getting stuck on walls in the current room when they were hidden by the echo projection of the room below. The only improvement I’d suggest would be to consider hiding the echo projection of the room below as soon as the player starts to move.

That aside, the procedural levels are a great touch, and really well implemented at that! It really helps to keep each level feel like a brand-new puzzle when revisiting the game.

Overall, very impressed with this one! Interesting idea and well executed! Looking forward to seeing what you make next! 

That's a great UX suggestion about clearing the sonar, a couple other people have mentioned similar issues so it'd be a big improvement. I reckon it could be squeezed into a v1.1 without too much trouble!

The procedural generation was really fun but SO token hungry! I'd love to revisit the idea in a different engine to explore more ways that the levels can overlap - obstructing some areas, giving you spaces that you can look into but not drill into, going up and down between two floors (kind of like what you suggested on bluesky!).

I really appreciate you taking the time to play the game and leave such a thoughtful comment, thank you!