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(+1)

Very unique aesthetics which were satisfying to wade through.

It took me quite a while to truly understand the difference between the coloured beams and the movement systems, so being a little more explicit on that tutuorial would have gone a long way.

I also couldn't quite get the hang of the button pressing (which may just be me being dumb) but I had to cheese my way around the back of the first button puzzle as it wouldn't stay down. Then further down the line I couldn't progress to the final area as one of the buttons seemingly unpressed (or something).

Definitely something interesting here, and fortunately my inability to truly grasp the mechanics seems to be in the minority :)

(+1)

understandable, I know there was some annoying kinks with the buttons (so no, it wasn't you being dumb :3 ) … I actually redid the buttons to work correctly (on the latest patch)… the issue came from the fact that the souls had multiple colliders and the button script was super rushed and basically only worked one way (hence why the ending didn't have buttons resetting). In terms of the un-pressed button towards the end, I'm unsure whether its a bug or part of the puzzle … I know that 2 of the platforms actually disable a platform while enabling another... I cant really explain it numerically but the puzzle always leads to the final button being the first active platform... in other words, the middle platform closest to the previous section is the final button that needs pressing. all in all, I'm glad  you enjoyed the aesthetic and I will definitely be making a more clearer teaching flow through a more structured but entertaining tutorial. If you are interested in trying the game again, feel free to check out the updated version (currently 1.4d) or keep a look out for the 2.0 which I am slowly but surely working on :) 

(+1)

Thanks for the info :)
Glad to hear you're still pushing forwards with the project! Giving me some inspiration to do the same with mine :)