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(+1)

Good concept and design, it just feel a bit short and rush (and you don't get to use much the biggest size), but mostly fun.

Working on bigger/more complex maps should do the trick, and maybe add easter eggs (as to get even bigger).
Would suggest that the counter goes up about each time you bump into anything rather than break it, but it's fine.

At last, if 3d modelling isn't your thing, try using SuperHot minimal style, or any minimalism style.
In some way the last chapter reminds me of Superliminal, during the back stage scenes.

(+2)

Thanks for the feedback! I can give you some answers:
-The scope of this game is small due to several reasons, but mostly not wanting to work full throttle for a month and burn out (like last jam), and to make something "finished", not just a prototype. It's also better to leave people wanting instead of bored.

-The belly size on the final month is actually massive, but it's hard to convey that in first person.

-I considered partial points when you bump stuff hard enough to do some damage, but I discarded that and putting easier to break stuff in the way to not make the game too hard or frustrating.

-I do use Blender at a basic level (the character model was made using it), but I decided to make the items and furniture in Unity as a small challenge to myself (and it is also faster to make).