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(+1)

For some reason the A/D controls stopped working after a few sessions. It was very fun, wish I could get it to work again.

(1 edit) (+1)

Here is a link to the game on stream: 

2hr 48min mark:


Oh, that's so cool! Thanks for giving it a try. And sorry that the movement broke for some reason. I'm currently working on fixing that issue, along with a bug where re-injections keep the speed from the last played layer, which was definitely not intended.

I ended up enjoying the project so much that I kept developing it during the jam, so I can push updates right after the rating period. Unfortunately, that's also when these bugs slipped in.

Fixed! If you get a chance, feel free to give the game another try. I'm curious to see if my theory was right and Caps Lock was enabled, which caused the game to stop detecting WASD inputs properly.

By the way, after fixing the bugs, I went back and watched the rest of the video. The main inspiration for this game was actually Operius, the official offline browser game for Opera, created by Mors.

That said, I can definitely see how Operius itself might have been influenced by Super Hexagon.

From the very beginning, I knew I wanted to do something with a keyhole. Not just a forbidden door, but specifically a keyhole. The first thing that came to mind was the Digipick lockpicking minigame from Starfield. At some point it just clicked: "What if I combined that with Operius?" And that's basically where the core idea for the game came from.

Awesome, thanks for the background. I will play it again on my Saturday stream: