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I agree with pretty much everything you said here, especially about the level design. originally, there was going to be a lot more in this jam version of the game, including a more fletched out tutorial level that slowly introduced these mechanics. But I gave up 2 days before the jam ended, and lost all that extra time to work, but 3 hours before the deadline, I rushed to finish the levels seen here and didn't put much thought into them. It's definitely not my proudest work.

You still did really good with everything else in the game, and considering how you made the last few levels/sections in 3 hours is really impressive ( I had to pull an all-nighter just to make sure my game was complete, and rushed the last few puzzles in the game ).