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I liked the game. The writing was 10/10. The controls took some getting used to. I used the joy mask a lot. The sadness mask to me seemed bad. I got a nearly perfect score. The boss was fine. The moment to moment gameplay was fine. The levels design was just okay. The vertical parts didn't seem well thought out and the horizontal parts were a little flat. The confusion mask was my favorite but you never made me do anything interesting with it. You never really made me do anything interesting with any of the masks. It is a good game I will give it a 10/10 but I also see a lot of untapped potential. It is a diamond in the rough, but a diamond none the less. :)

that's very sweet of you, and yeah, I suppose the nature of the game as it currently exists doesn't really force the player to do anything interesting with any of the masks. And beyond some condescension from the game (which only comes up once) and the occasional easter egg... hmm, given me something to consider, thank you. 

you seem the most interested in this game on the board, so I wanted to run something by you for how I plan to address "not forcing anything interesting with the masks"  I'm adding bonus stages to each act, minus the bosses, so 4 in total for the demo. Each room will force a specific mask combo and present a unique platforming challenge that forces the user to use both abilities to overcome some slightly tougher, but shorter, levels. with a cosmetic prize for beating all in a chapter. I also feel like  Sorrow is missing something, conceptually its supposed to feel like the most difficult to use, but it lacks a sense of power or presence that the others do (besides squishing Mary's sprite), I'm going to try to add some visual effects and add a small explosion on landing  if you fall from a height greater than your max jump... that increases in size.

I agree sorrow was the least interesting and I like the idea of making it more impactful. Those sound like great ideas to me. I am looking forward to playing the bonus stages. :)