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Nice concept! I really like the fact that you used multiple ways to approach the theme by using different mechanics that fits it, that is interesting. The introduction was nice, and I'm all in for that cynical "portal-esque" universe that mixes cynism with humor, it's a really nice touch =p. Some death messages were hilarious ^^.

The base game design is quite good, I really enjoyed the idea of playing multiple characters, but the experience was a bit imbalanced: a lot of robot types cannot really advance in the level and you have no other choice than suiciding and hoping to get a better robot, which can be frustrating ^^'. I would have prefered less robots, but each one having their own way to advance each section, so I never feel "unfairly trapped".

Let me give you an example: you created a section where small jumps are needed to advance, and another section where long jumps are needed. If you put them one after the other and I arrive in the "small jump" area with a light character, it's doomed and my only choice is to die => frustration. Now, if you put these two areas as two entrances that leads to the same place, I'll have to think about where to go, depending on my current robot => not frustrating :p.

The idea of using the bodies of you previous selves as platforms is good, but the fact that they are still physical objects make them hard to use, because they often just fall. You should make them kinematic so they won't move ^^. But when I managed to use a previously useless robot as a platform, it felt good, nice job!

The audio and graphism are both simple, but fitting and efficient.

So yeah, overall it is a neat idea with a combination of two interesting concepts, and it just needs a bit of refinment to be a truly great experience! But, since this is a game jam, nobody has time for refinment, so I see no real drawbacks, and only possible improvements =)

I love the Portal-esque aesthetic and humor too. The death messages were one of the first things that I thought of in development haha

I totally agree that the abilities can be unbalanced. For example, the "Light" modifier is quite strong compared to the other ones. And the "Heavy" modifier is not good for a lot of places. (But believe me, it was worse, you used to have a "Slow" modifier and a "None" ability, I removed them haha)

The game was not really intended to be a "rage game", but it somehow kinda turned into one.

Giving more than one path to continue seems like an interesting idea! I might explore that idea in the future.

The bodies having physics was intended too. For example you could pile them up and make a big area to jump on. But that also made it harder on some other places.

Thank you so much for playing and thank you for your feedback!!