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Props for actually doing a novel game mechanic and not the same "gun, dash, double jump" that every metroidvania has!

I think the beam was a pretty clever idea. Though the puzzles designed around it sometimes required very quick and precise mouse movements, that were a bit too finicky for me to perform.  You have to click pretty small rectangles (the blocks you can turn on), while the camera is moving, while also keeping your beam pointed a specific way, and I just couldn't do that in some instances.

For this the game could have also really used some "player forgiveness" mechanics (good blog post on this -> https://maddythorson.medium.com/celeste-forgiveness-31e4a40399f1), because often I tried to jump (while focusing on other things like mouse movement), and I would just jump a bit to early or too late and it wouldn't register and I'd fall off.

So I really like the overall idea, and mechanics and just the idea of a stealth metroidvania, but I just couldn't get very far into game, unfortunately.