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(+1)

Makes sense! Thanks :D

It's not something to take too serious in my opinion. Reviewing other games in the jam is quite difficult as you essentially need to play SO many games that learning the mechanics is seen as an extra step. If you take a game like binding of Isaac or something, the learning of the mechanics is not presented in a clear way. 

Maybe what I would suggest is making the player turn red or something when they are overloaded, giving clues that they are exhausted/overloaded. 

(+1)

You're right that there are many games that deliberately obscure their mechanics, but we didn't really want to make such a game. I think making good UI and tutorials is just really difficult and usually takes a lot of time and playtesting.

And, yeah, there are definitely some ways to make it more obvious, we could have made the overload bar glow a little bit, or maybe add some visual cues to the screen borders to indicate overloading.