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It seems like you're making a game that is focused on spatial awareness. It sort of reminds me of certain moments in the original Spyro the Dragon where you would be standing at the top of a cliff, and you wouldn't be able to see any platforms you could glide to from the cliff, but there would actually be a hidden platform that you could glide to just outside of your view. In order to know about a hidden platform, you would have explore the world more until you saw that cliff from a different angle and saw that, in fact, it was the perfect gliding distance from a different platform, then you would use your memory and sense of spatial awareness to know that you could glide to the unseen platform by turning right or something like that. Spyro only had fleeting moments of this kind of puzzle solving. Having an entire game based on the concept could be pretty interesting. 

I also like how the chase-scene/boss/whatever-happens-at-the-end relies on the same sense of spatial awareness. I didn't manage to run away for long because I'm kind of lazy, but I can see how that kind of boss battle/run-away-simulator would be very engaging if when you have to use all of the knowledge you've previously gained about the layout of the map in order to win. It all feels very connected.

The mechanic that you can move to the top of a wall/fence/tree/obstacle, but only if you are moving from one screen to the other, and how it allows you to essentially jump over an obstacle if it's only one space long and if you are positioned correctly is also pretty interesting, and would make for a good puzzle solving axiom. I wasn't able to find anything that used this mechanic in the game, but that could be because the game is unfinished or because I'm not that good at finding things.

I don't know, I guess I'm saying this seems like it could make an interesting game.

However, I don't like the way it feels to move around. The constantly pressing buttons to move a single space is way to slow and the holding down the run button to run is way to fast. It doesn't feel quite right. It doesn't have a natural rhythm that makes you feel like you have control over your destiny. That could be because this is the demo and the game movement hasn't really been polished or it could even be the intended effect, but in case it isn't, that's how it makes me feel when I play it for what it's worth.

Keep working on it. I look forward to seeing what you come up with.