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Great visuals, I love the background, looks really impressive :)
You had some good gameplay ideas!
Small nitpicks: pushing the souls was a bit too unpredictable for me, and switching layers was quite slow for the game's pace.

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Thanks to both of you for your comment about my game ^ _ ^

A few things must be explained if you want to better appreciate and understand this "game": it is clearly impossible to be able to correctly juggle between the 3 views to succeed in anticipating the movement of each soul and each cube. So, the game is not only to save souls, but also to study your choices ...

... The game studies what you do, and adapts accordingly. Balance between worlds is a priority? Preference to display the word of "cube to avoid", or "cube to catch"? Willingness to push souls or to let them do "live their life" without intervening? Willingness to damn souls, or to save them by pushing them towards the good cubes?

Depending on the progress, there will be one, two or three cube of damnation and / or salvation. The souls themselves will react with a more or less important degree of chance by fleeing the player according to his way of playing (the directions are caculated with a random number increasing if the player makes too much mistakes). 

Reading your feelings towards the behavior of the souls, it is very likely that you have looked for the balance the worlds by juggling too quickly between them, and ended up letting the souls fend for themselves: they leave more easily in any direction as you approach, even if it means ricocheting very fast on the edges of the world and the various obstacles, becoming difficult to help.

Only two endings remains accessible, and depend only on the greatest number of souls saved or damned. It is therefore perfectly possible, without having all the previous technical details (I've coded to propose a specific experience for each party), to focus as asked only on the desire to save or damn souls, and adapt your game as you go ( knowing that it is always more difficult for the player to tip the scales to one side or the other, the goal of purgatory being naturally to achieve equilibrium).

Again, thank you for playing my little game ^_^
(I've reach 15 on 12 crystals on yours. I still wonder if I've not missed hidden thing as it seems you've added some optional funny aims)