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Got chroma turtle and shroom, but primavolt seemed like it would take some grinding because I wasn't certain about the timing.

It's a very interesting concept, but I think it wears off quickly. Frontloading all the information even if theoretically optional doesn't let players be clever and explore the game on their own. Immersion is also sacrificed as a result. 

Locking progression behind exploits is a banger idea, though focusing on timed execution rather than pure knowledge checks adds a lot of friction (but I can respect the brave design decision).

The current game manual is probably one of the weakest point of the game. I have a lot of information to convey, and I also had a lot of system to create to this is a trade of to have something playable.

This needs to be reworked at some point to allow a better "on boarding" experience.

Hopefully you can have an early game were the game takes you by the hand and introduces you to most concepts, and gradually let you do things and glitches on your own.


Still a lot of work to be done, but thanks for the feedback!