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(2 edits) (+1)

the lighting looks very jittery for some reason

moving around is very floaty, and it looks like moving into a wall doesn't stop your momentum, so you have to first decelerate, then accelerate even if you were up against a wall, so you get sort of "stuck" whenever you run into a wall, which makes it feel especially unresponsive, and, while it does increase the challenge, it does so in a way that makes it feel worse to play, rather than actually being mechanically/cognitively challenging

i'm also not a fan of the level where an eye spawns right next to you, that barely gives you any time to react and is not a good way to add challenge to a level, it just makes it so you die an extra time before remembering to hold D when respawning

some levels are just about dying repeatedly while trying to figure out where the key is, that's not good puzzle game design - the player shouldn't have to figure out "what do i even do / where do i even go", but rather "how do i get there / do it?", like how to bait the eye to give you some space to go

that's not to say the game is bad though, i like the artstyle and i think having to manipulate the eye's ai like that is an interesting concept, but it could use some more polishing (and playtesting! very important)

Hey there! thanks for the feedback

if the lighting is working the same on my end as it is on yours then it's supposed to be a bit off. With the way that I designed it, the lighting is essentially a bunch of rays that come out of a central point (whether on the player or otherwise) and at the amount of rays that it's using for the player character and lights, things are meant to look undefined and off at a distance.

The movement and the level's tho weren't intentional, I just didn't know that I could let people test on the discord server and didn't have anyone to test things other than myself. I've started to fix some of the things with the movement and that chase level, but I am curious which levels you found to be more on the "what to do/where to go" side since I did try to put hints in most of the levels that required you to go down one of multiple routes.

maybe i missed those hints entirely, but levels with a lot of branches or tendrils-looking structures were especially confusing on where to go