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I like the idea. The difficulty is a too ramped high for something like this I would think. I would say crank up the time that you have per death point. I barely get enough time to see what's going on. Maybe even a pause to see where everything is and how the enemies move, then a keybind to start. Mainly cause of the cut to black at each death, it adds to the difficulty of seeing what to do and where you are. Like I said, I really like the idea. Just a little too rough.

(+1)

We agreed wholeheartedly. The puzzles are indeed quite hard to see. We've tried having a pause with no transitions between deaths to make it easier to look at, but ultimately we decided against it as the enemy will reset/change path and it is difficult to present. We are not sure how to fix this but we have included respawn points where enemies won't touch, so hopefully the players can use that to look at how the enemies move.

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Oh for sure. I hope you don't take it personal. Maybe even adding 50-75% time to give people a chance to see where they are and what's going on? Please don't take it personal. I like the idea that your team went with for game mechanics and story. I hope you all feel proud of what you accomplished. I was reminded by a friend to lower difficulty in Game Jams since people put in little time/effort per game cause of the sheer volume. I made huge changes just for that fact alone that I normally wouldn't have. Be proud and I hope you all had a great time. It showed you loved the idea!

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No worries, we don't take game feedback personally, especially when your feedback is good. We just played your game and it was great! Cheers!