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Wow, what a great demo! This was excellent, I can't wait to see more!

Thanks a lot for the nice feedback!

I can't wait either. XD

(+1)

I thought I might elaborate a little, too. Only (very minor) criticisms I can think of is that it took me a while to figure out that I needed to pull the bridge out to go left from the heart gate, but I got there in the end. That, and the clicking to interact text. I would frequently get confused about which button to press to examine, advance text, and dismiss text, and would often do the wrong thing by accident. Just a couple quibbles; nothing very major at all.

Several specifics for things that impressed me:

When I read it was voxel-based, I thought it was maybe just regular assets rendered with a highly-pixelated overlay or a forced low resolution. I've seen people try to do that to pass stuff off as voxels when they clearly aren't. I was pleased to see it was actually voxels, as it lends a sense of otherworldliness and childlike wonder to the game. Maybe because it makes me think of LEGO, which seems to fit the setting really well.

Speaking of otherworldly, the whole eyeball section blew my mind. The way the background shifts as you move is just mesmerizing without being too disorienting.

Descriptions while examining the room gave a good sense of who we are playing as, and I felt that I got good insight into the character.

Again, I loved this and am really looking forward to more!

Hi! Thank you very much for your detailed impressions!

I tried to make the controls as easy as possible, so right click is always examing and left click is the action of the displayed icon (unless you are combining something where right click is cancel for convenience). Maybe I need to have a separate text to make this clear.

As for the drawer: Maybe add another text hint pointing to the drawer appearing after a while? In most cases it is something that is totally obvious for me (or any dev) where players are stuggling in the end. I was hoping that the player would just check out the interactions (as the cursor indicates when pointing at something interactive further away as well). 

Thanks again, I will think about this.

And thank you for the all the positive feedback as well. I have seen some questionable usages of "voxel", too. I'm also breaking out of the "restriction cage" of voxels here and there to do a smoother effect or something, but I think I have found a "final" voxel look for the game that I like. :)

(+1)

For the bridge/drawer thing, I did see the interaction icon, but it hadn't occurred to click-and-drag. I just clicked on it and figured I needed something else in order to interact with it. I discovered I could move it completely by accident while madly clicking on it to try to get it to do something, lol.

Ah, I see. Thanks for clarifying. :)