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(+1)

took notes as i played. posted them on youtube too


- Misunderstood the option "Toggle aim mode on/off"

I thought this would change the aim mode from holding e to enter aim, to tapping e to enter aiming mode and tapping e to exit

maybe something like "Disable aiming mode" might be more accurate?

- found initial ascending part of the jump a little slow/less potent than what feels right to me. idk might just be me

-found it a bit annoying that i cant move while aiming the magnet. feels like you should be able to move while aiming. might also be a chance to add momentum transfer between the player and the magnet

-picking up the magnet and instantly clicking LMB causes the magnet to be thrown at less then full power

- what are the green pipes and gates at the start of each level for? that a level exit that hasnt been implemented yet?

-after you complete the level once, theres no way to actually complete the level again since theres no key. maybe replacing the key with a greyed outline upon completion would help? colliding into it would end the level

-pressing F to change magnet polarity works after the player is dead

-the key icons above each level enterance feel like they should be underneth the magnet and not cover it up when the magnet is thrown over it

-plenty of soft locks with some of the puzzles. not a problem when they're short but will probably be a frustrating thing if the puzzles get really long. maybe a checkpoint or time reversal system might be a fun way to fix that? probably hell to implement though

-when using the magnet to stick to the ceiling, only pressing e will let the player ungrab the magnet. My first instinct was to press RMB or Q. not e

I applaud a fellow note taker, and these are pretty good