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Ahh I think I know what you're talking about. Your game had an invisible wall which told me I couldn't cross it, but I didn't expect I could go over it until I accidentally discovered how. Many players won't do that and will get discouraged. 

A little direction goes a long way, though I agree it's fun to figure things out based on intuition. I like how Valve handles tutorials in their games: they imply what you need to do without interrupting the gameplay. 

Right? I was only able to watch my friends play after submitting the game, and some of them didn't even realise they were supposed to jump the wall by climbing the pillars. I'd like to keep working on implying game features instead of explicitly telling as I think that is the way to go :)