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The audio is my favorite part of this entry. The background music, factory ambience and especially the robotic creature's tiny clinks when moving are all nice to listen to. The pixel art is nice but I really like the particles on just about everything, as well as the color variation from lighting.

The camera feels a bit problematic. It fits nicely within each room yet still tries to slightly target the player. The game is locked to the grid of pixels which means each slight camera movement is a massive jump. I would recommend having either a completely fixed camera or having the camera movement independent of the pixels.

Gameplay is alright, but could use more depth. The grab mechanic doesn't really help to unstuck clones in my attempts, the stuck clones mostly seem intent on running themselves in to a wall. Oh, it would also be quite fun if the momentum you can get from swinging an enemy could destroy it, letting the player help out.

You can choose which direction to progress but it feels pretty irrelevant? It would be nice if different rooms had different hazards or upgrades you could see beforehand. The rooms had a nice variety of layouts but almost no variety gameplay-wise. Different kinds of enemies and interactable for player clones could help. I played for quite awhile and didn't see any changes except one run where all the the rooms got replaced by endless green potions that I couldn't figure out the purpose of? Not sure if my game bugged out or if it was unfinished content. Other than possibly that, the only bug I had was re-entering already cleared rooms and having the doors display as open.

Overall I enjoy how polished the current experience is and can see a lot of room to build on it. Hope y'all find this feedback useful.

Thank you for such detailed feedback!

Grabbing clones is kinda broken (so is the clones' AI) and we didn't have time to fix that.

As for the potions, we added them in but realized they didn't do anything when I played the game for longer than when testing when the submission period ended, sorry about that :P

About the camera, it's not possible to decouple it from the pixels due to technical limitations, at least not in week-long jam, but I'm sure we can come up with something after the voting period.

Thank you so much for this insight! I really appreciate your constructive feedback on different aspects of the game, and we'll make sure to address your points in a post jam update.
Camera offsetting was a feature we added during a prototyping phase in the first days of the jam, and by the time we transferred to a pixel art style we forgot to tweak it or make drastic revisions.