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What a beautiful game: beautiful aesthetics, beautiful music, beautiful spirit.

It’s about trying again after failure, and if I’ve understood it right, the mechanics complement the message; each failed attempt leaves behind “stars” that give you a boost on your next shot.

I’m sure it reflects on me more than on the game, but I find it quite tedious waiting for it to finish falling, especially since it falls all the way back down from the later heights. But that’s probably intended—again (here’s that introspection!), I’m sure it says something about me and my patience.

Also I could only just get it to fit on my screen when I went full-screen, which also seemed to need to be done at the start of the game or else the graphics wouldn’t catch up.

Thank you so much for the kind words!

Your interpretation is correct. This game is very experimental; I wanted those "gameplay-less" moments when you fall to encourage introspection. This meant they couldn't be distracting, engaging nor tell the player what to think. I could have made meaningful questions appear as you fall, but feared verbosity might put a veil on the real message. And as always, when I'm faced with a design decision for which I don't know the right answer, I opt for the easier implementation and see what happens.

Thanks for telling me about the resolution bug, too! I'll fix it as soon as I can.