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Very good presentation and nice minimalistic graphics! The first few levels are very interesting. The gradual addition of new mechanics and pieces is on point, and the doors with lore were a great way to bump the challenge for completionists. I loved it!

But the later levels became annoying as it was no longer about puzzle solving but about timing, time of placement (spinning platforms), and mouse agility. I like puzzle and strategy games, but for me (and I believe for most) it's very annoying when puzzles get mixed with agility/skill, meaning when I'm no longer sure if I have to think or train my muscle memory and mark my screen with adhesives (to know where to place the platforms as fast as possible).


This particular level was very frustrating and I gave up. It was like a rage game level inside a puzzle game, which is a put-off for most puzzle appreciators.

Personally, I think these would make the game more fun: Completely removing the ability to adjust or reposition pieces once the adorable character is in motion. How about replacing this with a switch they could toggle at any time? This switch could allow players to switch between different groups of puzzle pieces to be active, encouraging them to strategize and organize their placements right at the start of each level. Lastly, holding onto the pieces instead of scrapping them every time a player fails. This way, the gameplay could feel smoother and even more enjoyable.

(+1)

Appreciate the feedback a ton. The no playtesting part of a game jam is rough - I didn't expect this particular level to cause as many issues as it did! It's definitely something I would've changed if I got the opportunity to experience it through a fresh lens.

An ideal state for Former in my eyes would be one where "re-placing" certain plats would be a core aspect, but not one riding on agility. Was definitely off the mark on that level (Spinners are also an evil creation).

I like many of your recommendations & I appreciate you playing!