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(+1)

The game is nice, but I wish there was an opportunity to prepare the level beforehand using the blue items, or a way to switch quickly between the items. As it is, it feels more like I’m battling the UI than Kyle’s poor aim.

(1 edit)

Hey thank you for the feedback. I toyed with the idea for a bit, but wanted the gameplay to feel more reactive instead of strategic. I ended up in a split between "refine UI so using tools on the fly is worth it" and "depart from the original vision and make it a puzzle game". In the end the time ran out and it is what it is. Your criticism is very valid though and should I revisit this game, making the UI more responsive is one of the top priorities.

Thanks for playing!

Hey! Since you left this comment I wanted to let you know that I just released the final, complete version of Kyle's Trials. Give it a shot if you want to, I'd love to hear what you think! :) And you'll be delighted to hear that both of your criticisms have been accounted for in the final version ;)