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I like your game a lot! This idea has some really cool potential. Everything is clear and understandable and well executed.

> I am also open to talking all feedbacks.

If you are open for alternatives/changes, here the things that came to my mind while playing:

  • Mouse / touch only. Mechanics that doesn't require A / D controls, and in ideal, make playing the game even better with such a limitation.
  • Have used A/D only in that moment when it got introduced, so it seems like the mechanic can also "live" without players triggering a rotation
  • Instead, I would experiment with the following alternative: Make timing matter and letting it be a crucial part. What I mean by that: Some/most targets are rotating by themselfs - forcing players to analyze the whole level upfront (how do I have to move to complete the level?) and then execute it by jumping to the next targets just in the right moments and "in one go". When they miss one of the jumps, the target turns them into the light obstacle and they have to restart. There might be some non-rotating targets to let players catch breath.

Wish you good luck with you game. Well done!