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I first discovered the game after talking with the developers at Gamescom LATAM, and I was immediately drawn in by the protagonist's charming design and the overall atmosphere.

I really hope the perspective-based puzzles are explored even further, because they were easily one of my favorite parts of the demo.

As for the gameplay, since it's a precision platformer, I think it could benefit from a bit more precision in a few specific sections.

There were three moments in particular that felt like they could use a bit more polish.
The first was during the introduction: touching the underside of the platform causes you to die, even if you only barely clip it while trying to land on top, which made that jump feel a bit frustrating.
The second was the vine-swinging section. I think adding a small grab buffer for catching the vines would make it feel much smoother, since it's easy to fly past them before you have time to react.
Finally, there was a later section where you have to wall dash to activate a platform. Because there's a gap in the floor right below, lining up the movement felt more difficult than it probably needed to be.

I wish you all the best with the development, and I'm looking forward to playing the full release!

Thank you so much for your comments!! We greatly appreciate it, and we are very happy to hear that you enjoyed playing the game after meeting us at Gamescom LATAM.

We are so glad that you liked the protagonist's design, the atmosphere, and the perspective puzzles. Regarding your feedback on the gameplay and control precision, we really value your insights. The specific moments you mentioned are things we are actively improving right now, and actually, the vast majority of them should be completely resolved by the next alpha progress update.

Thank you again for the support and the well wishes!!!!!!