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1. If you mean the "don't go in here" room I was overwhelmed as I think I should be, it feels like what you see when you mess around too much with the debug mode in a janky game (which I love)

2. I think the dual colors of text is a really good way of separating different inner speakers. However, there was at least one point where I was confused because I was naturally looking left because that's how I read, but the text on the left was supposed to come after the text on the right. It wasn't confusing but it's just a tad bit jarring for like 0.2f seconds

3. The layout is pretty good but there are a few times where you have to walk around a wall without any indication that I got stuck on (for just a few seconds). I'm not sure if there's a design reasoning behind this; it more just seems like a way to separate passages? It's a little confusing, though, because when I play the game I don't see the text as objects with colliders as much as just floating text that paints a picture. Also, when there's stairs, it's a little confusing that the text reads bottom to top. I understand why, but maybe have it that the text on a step isn't revealed until you jump onto it? Just food for thought

I love the concept though and it is really unique! Excited to see where this one goes