Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Movement feels loads better, and making switching polarity a main mechanic makes the game feel much more magnet-y.

My main criticism is that I really dislike the level automatically ending when you collect a key; it feels like it's taking control away from the player, and training myself to not assume I'll need to find a way out once I've got the key is difficult. It feels strange to knowingly throw the player character into a pit I know it can't get out of just to pick up a key.

There's also a few things that don't work the way I expect them to be looking at them/interacting with them. Throwing the magnet into the pipes is fairly clear what to do but feels disconnected from the rest of the mechanics; perhaps it would be better if pipes are only there to produce magnets and you could throw the magnet onto a switch to open doors or something? Using a mechanic that already exists in the puzzles. Then it felt strange to me that the magnet could fall through certain platforms that the player character can't; I assumed they were solid because the robot stood on them, so didn't think of trying to let the magnet fall through.

Then a few quality of life things could be better; a less tedious hub, puzzles that require less hard resetting, etc.

All in all a really good demo with nice puzzles and a massive step up in terms of it being fun to play.