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The only bit that wasn't totally intuitive to me was throwing the orbs, a simple prompt as allowed by the challenge, or some aim indicator/etc might have helped there.


Other than that, I thought it was a really compelling idea to scout ahead with the orbs. My main design criticism would be that the short view range combined with the range of some of the jumps at times was pretty frustrating. Full disclosure, I'm not much of a platformer person, so maybe I'm just bad at games, but I found a few jumps in particular to end up irritating. Whereas discovering/memorizing the areas was interesting.

Totally agreed about the orb throwing. I regret not doing something for that aspect.

I'm glad you like the idea! I may have messed up the level layout by adding branching pathways. You're not intended to make certain jumps. I should have taken into consideration the reduced level of knowledge a player has of the level due to the reduced vision. The player will more likely assume they're mistiming their jumps rather than assuming they're trying to jump to the wrong spot. It takes a lot longer to switch off and consider a different path than I'd known.