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The unlimited use of the gravity shifting actually breaks the mechanics; without restriction to the super-ability, your initial design of the puzzle can be brutally cracked though abusing the ability. Also, I am guessing maybe that's the reason why you add more requirements for timing skills and mandatory trials. However, I do believe the mechanics is powerful and interesting enough to should have allowed the player relies most on the thinking rather than trying over and over again.

The core idea is quite potential, I am expecting a Post-Jam fully exploring the concept. And if you do so, I do think maybe it's a good idea to add restrictions to reshape the design space.

Thank you for the detailed feedback, I really appreciate it.

You’re right, unlimited rotation does open up ways to bypass intended puzzle paths. During the jam I leaned more toward execution difficulty rather than strict mechanic constraints.

I agree that adding restrictions could reshape the design space in interesting ways. Definitely something I’d explore in a post-jam version.