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Literal interpretations are the best interpretations. Our games have the same idea though min is a platformer with some other gimmicks thrown in.

The restrictions on the player create the puzzles. You have a lot of potential actions for the player to take. The button swapping mechanic is quite cumbersome(though it's not like mine is any better. Though in this case the potential for player confusion is higher due to the large amount of buttons.

The most annoying ones were the arrow ones. They could be turned into static tiles in the map that change your direction when stepped on. In fact, there is probably a game that does just that.

the art is minimal but it fits the game. Music is also nice. I have no real complaints here.

Overall, great job!

Thank you!


The levels were one of the last things I did, at 5 am. I didn't really have time to playtest or show other people, so as long as I made a level that had a solution I put it in.

I think a big problem is a lot of the levels have keys all over the place. I would have loved to make trickier levels, with fewer keys laying around, but that's what I get for not calling off of work.

And yeah, I could have implemented the arrows more. They take up a big space on the hud and only like two levels really use them


Even though the art isn't amazing, I'm honestly happy with it, its better than what I can usually make.


But thank you for your feedback!