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A lot of effort has been put into the various sprites in the game as well as the player. The player has a simple walking animation that helps contrast an otherwise still environment. A great detail is how the left sprite is shown crushed after the walls close in. The background tiles as well as the walls closing in are very simply designed and the focus is on the rising tension of not being able to find the key. The first item being picked up is drawn in a way where it is possible to think it is the key but ends up being a rock. A significant amount of effort has been put into the end room in the game. The sun is animated, and the tree is very detailed. The grass swaying with the wind has a very peaceful feeling to the ending. The tree trunk is composed of many different tiles together and it follows a different style compared to the minimalistic style of the walls and background of the previous rooms. I think the limitations of bitsy’s rooms being the same size is one that the designer fights with in this piece. On one hand it shows the first sprite being crushed outside the walls but on the other hand the room itself shrinking with the walls would have been a cool experience. Another place where the designer is fighting with bitsy’s limitations is in the color limitation. Several tiles are limited by the 3 color limitation that bitsy has.