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(+2)

I can tell that a lot of time was put into this game.  The core gameplay is simple to understand but has a surprising amount of depth that really makes you think through the harder puzzles.  The art and dialogue are also very charming.  However, a problem with the game is that some areas have both puzzle solving and reaction sensitive gameplay. For example, in the areas I played on the path to the blue torch, I had to avoid the moving saws and navigate through an area before spikes reappear.  It was overstimulating for me to juggle both tasks at once.  Also, some areas let me respawn back in the same area while others put me back in the last crystal pool every time I died.  I believe either approach to respawning could work, but having both feels inconsistent.  Regardless, I think Sliding Hero has a lot of potential and I had fun playing it.

(+2)

Hi!

First of all, thank you very much for playing the game, I'm glad you enjoyed your time with it.

Regarding your observation and feedback: I agree, there's the need to fine-tune the whole puzzle-solving and reaction-sensitive gameplay that can be a bit too much in certain parts of the game. If you found that section too much, from the save point of the blue area you can go to the right to have a less frenetic set of rooms.

Regarding the respawn, I wanted to make two different mechanics: for rooms that you can reset, you will respawn inside of it after death, for rooms you can't reset you will respawn at a checkpoint. This is a design choice, but I absolutely need to make it more coherent and comprehensible.

Thanks again for trying the game!