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Thanks for your submission. Overall, I enjoyed this one.

  • Use of Theme - 5
    • Theme is strong in every stage and apparent in the recovering from grief thematic. If anything, might be a bit heavy-handed with the stage names being overt but works well.
  • Gameplay - 4
    • The game is short, but interesting for its run due to the interplay between level design, character movement, level goals/danger zones, and the emotional state.
    • My order of fav: bargaining > depression > anger. Acceptance and denial are the weakest but makes sense in a way.
    • My main issue is that the jump timing is too unforgiving, relying on the sprite to be half-off the platform to make the jumps.
  • Creativity - 5
    • See prior. Top marks for using the theme creatively to make each stage stand out from each other. Particularly 
      • Bargaining: being unable to catch that "hope"
      • Depression: the slow movement, dim lights. The endless maze with "false paths" that are really illusions to reinforce the suffering of the longer paths.
      • Anger: the intermittent darkening red borders. I was less a fan of the spikes which are more frustrating than anger-provoking - was thinking it could be better if you had to lash out at something (like push a NPC into the spikes to move on).
  • Art - 3
    • Some nice tricks with the light dimming and the red pulsating
    • The intro and speech UI seems to have been an afterthought and missed opportunity to reinforce the theme further
  • Sound - 2
    • The BGM was good, but was static throughout all the stages taking away from the theme (i.e. too nice for anger).
    • No SFX.