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The bones of an interesting game are here, but there are obvious flaws that make it pretty miserable.

I dislike the forced rotation added past level 4, it often causes the controls to unexpectedly shift in the middle of a sequence of moves, especially with timed/fragile nodes.

The biggest problem is the procedural generation being totally broken. Most levels are impossible by design, with keys placed in unreachable locations, or unavoidable hazards along the only path. Nearly all the rest are impossible because of the enemies, I've seen up to 8 placed in a level, and there's just not enough space to avoid them. This game desperately needs a sanity checker for the level generator.

As it stands the gameplay loop devolves into endlessly restarting the level, waiting until you get a trivial puzzle.

Hi! Thanks a lot for the feedback.

You're absolutely right - bringing procedural generation to a fair balance isn't actually that difficult, and it's something I'll be working on. My goal was to make the game challenging, but I can see that in its current state it often crosses the line into frustration.

Just for context, it took me 168 attempts to complete all 50 levels myself, so the game is technically beatable. That said, your feedback is completely valid, and I appreciate you taking the time to point these issues out. It helps me understand where the difficulty feels unfair rather than challenging.

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Game is updated now, if u want - try it =)