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(+1)

Very cool. Much more original of a take on "a 1D slice of a 2D space" than our game.

I actually got stuck on the third level for a while since I didn't understand that the four-way arrows was referring to the arrow keys. And combined with the voiceover cue...I spent a while thinking that maybe there was an invisible gap in the line where I could go in a different direction with WASD, and then thought maybe I could pan around with the mouse (since that sort of shape usually means drag-to-move). I did eventually get it, but if they had been arranged like they are on a keyboard it would have been clearer for me (and maybe enclosed in rounded-rects to look like keys)?

It might also be a nice touch to reveal the whole level once you beat it? I feel like it would have helped me to be able to check my understanding of the shape against reality. It might give too much away, of course. But maybe for some of the early/tutorial levels?

Generally excellent design though!

--Josh (part of teamwintergreen/Filament for this jam)

I really like the idea of revealing the level at the end, I'll totally do that in some way! I also see what you mean about the arrow instructions, they're definitely crude. Thanks for your ideas, I'll be sure to implement them.

(+1)

Cool! I mean, I felt pretty stupid when I realized what the arrows meant, but somehow I managed to be obtuse enough not to figure it out for about 45 seconds. :)