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(3 edits) (+1)

great concept! With some polish, it could be a fully-fledged puzzle game, and the aesthetics/environment are lovely. c:

Also, since you mentioned it in another comment: I think the advice I can give you is that when you want to teach the player something without text, it's best to start out with a very limited movement space to highlight only what you want someone to focus on.

I'd also suggest not having the camera rotated at a 45 angle, as that makes it harder to remember which button takes moves me in which direction.

Either way, thanks for the fun. Well done! 

(2 edits)

Ty for playing and your feedback, so glad u enjoyed it!

 Exactly, the aspect of tutorialless intro to the mechanics needs a lot of work still. The highlighting would help allot indeed! I did try for the first levels to make a little room as possible for movement that doesn't go in the sense of the level goal. (fall down when turning , only way is forward , forcing the player to make the first connection. Or blocking the cube in the second level from back and side so you cant move it). Because of the jam time limit I had to advance way to fast in level complexity to have an interesting range of puzzles and this of course increases the steepness of the learning curve drastically. Ill try for the Jam adding some basic concept screens maybe.  

 The camera vs movement is an issue idd I did be default rotate the cam a bit more to the side to give some more sense of direction but Im sure it can still be rather confusing. You can rotate and move the cam with mouse click as well .. but if you rotate it to much it only adds to the confusion :p.