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I really loved this game! Finished in 17 min with 66%. I probably could have backtracked more, but oh well. At first I wasn't sure what to, but that didn't last long. Once I got it, this game felt so clever! But maybe it would be worth it to put a rough image that subtly shows how the main mechanic works? Maybe it's not necessary, but I think it would help with that first barrier. I also think the extend/retract speed could be increased. You have to extend quite far up in some cases, and it's a bit tedious having to wait for it, especially if I mess up a jump and need to re-extend it. I was also a bit unsure how those door things that gave me new abilities worked. Sometimes it rejected me but sometimes it worked? Maybe it's dependent on your current progression, but it would be nice to clear that up. And of course, a simple music loop would really boost the experience.

Otherwise, I really love all the puzzles and how I could get creative with extension mechanic. I'm not sure if it was intentional, but it felt like I did some sort of skip by perfectly aligning the screws in the grassy area to jump up, and that felt really good.  I also liked how the transition from the gray facility area to the nature-y area had a few tiles of overgrown greenery to signal the change in room, really nice!The artstyle is really nice and cohesive, and all the sound effects work perfectly for me. Really great job, and really clever take on the theme! Congrats!

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Thanks for playing!

The upgrade stations that were "rejecting" you are actually save points - the upgrade ones are supposed to be a special variant of the save points, I didn't consider that someone might take it the other way around! I probably need to give a clearer indication that the game is being saved when you interact with those, and maybe distinguish the ones that give you upgrades a little.

A tutorial for the central mechanic would be ideal, tutorial prompts in general were a last minute addition so I didn't end up having time to make something proper for teaching that. 

That "skip" is the intended way up, if you're talking about what I think you are ;) I think it's cool that it feels a bit unintended though, I don't remember if I intended it to feel that way but I definitely noticed during development that it was a bit off to the side and felt like a hidden path, which I think works well as long as it's not so obscure it becomes difficult to find.