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Great into sequence and effects! While i know the game was designed to be frustrating personally i felt it went more into the bad realm of frustration (of course each person will see that differently) i would recommend a way for the player to somewhat more reliably control the level of frustration. For example, being able to shoot and disable the enemies temporarily is a good mechanic and gives the player some breathing room to deal with the physics of the boxes head on. Increasing the time that the enemies are disabled may help make the frustration more engaging and strategic.

oops forgot to mention that with my suggestion of disabling enemies for a long period of time would likely decrease engagement with the game, as the player would have less to fear or do. To correct this and improve engagement it would make sense to have more enemies to prevent the player from easily disabling every enemy every time they power back up. Another change that would fit the game would be to have the enemies remain stationary when disabled instead of being destroyed completely. this way they could act as yet another obstacle and make the play engage with them even when they are in a disabled state