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I spent way too much time trying to get from one charging station to another, and honestly im kinda sad about it, because the atmosphere and visuals are so great there! The tetris-esque charging mechanic is genius! However once I managed to grab the keycard I was disappointed that it's all there is to this game. Maybe there was more to explore, but the system of traversing is so punishing that I haven't even bothered to try more. Making battery drain 0.5 per square rather than a whopping 1 would be indeed a nice QoL change. Not sure I get enough of the food theme in there, though smoothie's minigame is nice, beautiful touch you've animated it as well.

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Thanks for the feedback! Yeah, a bit of the balance and interactions / puzzles was off the mark of what I wanted. I think if I expanded it, the goal would be to make it easier to exist, but harder to do what you want. (Less battery, more unaccessible experiences)

In my head, I'd be trying to land something a bit like minit combined with thomas was alone.

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I mean, you gotta miss some to hit some. What I wanted to say is I'd play the hell out of this game if its system would fight the player rather than the other way around. And expanding by slicing the space as you say seems cool, as long as the core gameplay would be expanded as well. Personally, I think the flow of the charging would become way too easy if it stays the way it is. Experiment and share what you'll come up with!