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This is a pretty solid title, but it feels like the presentation is more focused on the monetization than on the actual game. The devlogs read more like advertisements than anything else. I mean you've got 35% off deals, subscriber specials, reasons to upgrade, while the game itself is... I mean it's good, don't get me wrong, but it feels like if Chip's Challenge had a cash shop. It just feels... wrong. I get it, games need to advertise themselves to stand out and they need some way to make money, but the mobile game monetization model actively makes the games they're in less fun.


On a more positive note, the switching system is pretty cool and makes for some fun puzzle opportunities. It's a great addition to the classic sliding block puzzles to be able to switch realities and phase through them to get to another angle. I would suggest switching from the open area with the wings to smaller individual levels so you don't get lost and resetting doesn't put you back too far. (Not sure if it does, didn't test when I played.) I've seen puzzle games use a hybrid style so each of the puzzles is its own room but then you physically move between the unlocked paths to the next puzzle so they all exist on the same interconnected map. Tiling Forest is a recent example. That might be a fun way to do it. Anyways, good luck with your project!

Thanks for the feedback. I was wondering if there was any monetization remaining in the web page and game world. I will start to remove the monetization inside the devlogs. It used to be much worse.