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Played the game through till the end. I quite like the whole premise of going through a dream before waking up, but why is the dream as dry as just rocks? Felt a bit lonely and sad. The switching mechanics are really cool, and jumping through floating rocks while switching is a really satisfying experience. I wish the game had more puzzles built around the switch mechanics than only parkour. But overall, the game is quite nicely built and polished, so well done.

Other things I like:

  • Cutscene of the player character sleeping and waking up during the night
  • The first level being a quick tutorial of how the game works
  • I love how distinct the world feels between the two switched states

Suggestions:

  • It would be nice to have something else (texture, other models) to indicate walkable areas and not. Both now feel so alike that finding the correct path is a bit difficult at a glance
  • It would be good to see what would be affected by the switch and what wouldn't
  • Grabbed item stays too close to the player camera right now, would be good to push it outwards a bit further. It takes too much screen space right now

Eyyy, first of all, Thanks for such a detailed review shedding light to both the good and the bad!

I did want to make more models to give variety to the lands, stuff like wooden shafts to show paths that may be of interest to the player, some ores/gems, more flora and all that good stuff. But alas, I was just wayy too slow for all that
So we just had to make the puzzles and levels with what we had. 

BUT, initially, I did wanna liven up the map and keep it as a closed off cave, but later.. I  did like the desolate look we got from this and wanted to go with THAT theme, but couldnt build any 3D stuff as we were already wayy behind schedule lmao. All i could do to help with that feeling was add the strange/dark death messages.

For the puzzles, we literally got them up and running on the last day, barely in time to submit
For the puzzles on the left, I tried to spice it up on the way to the 1st lever but instead of having a boring runback, I thought of using the runback as the puzzle. But me at 2 am with no ideas thought itd be best to just make it parkour :P
I too was disappointed for taking that approach tbh instead of more stuff with the different variations

For the right side of the map, randint too had to quickly get them up for the deadline.

For the suggestions:
- Yep, that was the plan, especially for the puzzles i made. I realised too late how it can be hard to see where you need to go 
- Imo that would somewhat hurt the puzzles, as the idea was that the player had to keep track of what changed around them and fgure out how to use that to their advantage
- That is definitely a problem that was pointed out by many ppl haha, and very much deserved. It def needs to be fixed

Alot of the problems happened cuz of the github conflicts we got an hour before submission. 
Tho I couldve definitely used the bug fixing phase to fix some of these problems aswell

Anyways, thanks ALOT for such detailed feedback, I really appreciate your jam spirit :D