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(1 edit) (+1)

Cool puzzle game. I liked the use of portals for some of the game environments, and the use of perspective to see where the invisible doors and platforms were.

I am not sure what "non-Euclidean" should feel like, but the game felt more about using perspective to find invisible paths and doors than about messing with non-Euclidean space.


That was fun!  Thanks for sharing

(-1)

Thank you! “non-Euclidean”-ness comes primarily from portals - like doorways leading the opposite side of the same room.

I suppose it’s slightly less mind-breaking for this game since the possible paths don’t twist too much.