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It took me a little to understand what was going on, as well as the power limitations (though I realise that would've been clear if not for a last export bug), but the moment it clicked I went into pure flow state right until the black screen at the end.

The visuals drew me in, and then the puzzles felt challenging and I felt clever doing them, while never feeling frustrating either. I'm also a sucker for making something feel valuable and legendary like you did for the final moment returning the Orb of Reversal.

Great submission

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I'm so happy you've enjoed the game :)

"(though I realise that would've been clear if not for a last export bug)"
Yes. Who would have thought that uploading untested code with 30 seconds on the clock is a bad idea... (Jokes aside it taught me a huge lesson and made me reconsider some parts of my gamedev workflow/approaches)

"the puzzles felt challenging and I felt clever doing them, while never feeling frustrating either"
I've actually never designed any puzzle levels before, so I've decided to make puzzles with multiple solutions + give 1-2 more reverses near the last 2-3 levels. 

" like you did for the final moment returning the Orb of Reversal."
Yeah! I was also surprised how it turned out.  For this scene: Artist drew a pedestal --> Musician made a choir --> Sfx designer made a sound, which is played after placing the Orb (he also suggested that player should place the Orb on the pedestal) --> I've put it all together

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Sounds like the design worked then! Glad you've got that positive attitude towards the workflow, and that's really cool how many people brought the scene into being!