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Love the idea of each of these kids having their own traits to solve these puzzles. Lots of potential for more puzzles with this mechanic I think. I feel a bit bad though, are we leaving a bunch of kids behind, possessed by us?

I did run into a couple bugs while playing:

I was able to glitch thru walls sometimes, I accidentally skipped a level doing this (speedrun strategy, lol). Also, and this might be intentional, i'm not sure, but a lot of times when a kid holds down a button the door rapidly opens and closes, you can still get through though.

Either way, I like the game, pretty unique mechanic that allows for interesting puzzles!

Both glitches noted, thanks. Not sure what makes the doors do that, but I figure, forty-eight hours can be better spent on level building than on fixing a weird glitch that doesn't really affect anything. (Unless they kept opening and closing--on my end it was always just whuppa-whuppa-wup and then it's open.)

I guess that is a valid interpretation of the way the game communicates. What I had in mind was that when you possess another, the first one is left free but has to spend a bit of time recuperating from the experience.... Never did get around to explaining how the kids you leave behind actually get to the next levels they appear in, so I can see how you might think they just didn't and lookalikes are showing up.

Thanks for playing the game, and I'm really glad you thought it was worth expanding on. I'd have loved to get more puzzles in there, but I kinda saved level design for last so I could ensure things were rock-solid (as rock-solid as I know how, anyway) in terms of mechanics. Might have been a mistake, but hey, at least you liked the ones that were there.... And I still definitely want to build on those ones. Two of the kids have skills that never got used, one of which was never even implemented!