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Graphics and atmosphere are well made. However, with such an ambitious project you mutliply the problems quickly. From escaping the world, to getting stuck in geometry, to falling from a high ledge because the game didn't register an input you as the user think you've entered correctly. The game is a kettle of bugs.

Audio fits the ambience. Except the character's jump moan that only has one sample, so it's very repetitive.

I found the glasses right away, so for me the game became an exercise in follow the blue shiny bits, which wasn't particularly challenging or immersive. I can appreciate indicating where to go is a difficult thing to do in this genre (see Mirror's Edge's red paths), but yeah, I didn't find it interesting to follow cyan.

Now, the thing that ruined the experience for me was the very rudimentary collision management, coupled with the natural level design. The collision system is pretty basic, so it's prone to error and it doesn't help users navigate. On top of this, your level design is "random", so it feels more organic and natural. This inherently makes figuring out how to take this next jump in front of me much more tricky. And the 5th or 6th time you fall off of the same ledge, with no consequence and no checkpoint... well, game over for me.

I don't see how the theme was followed. The first and only fall to death pit is there. You do it once, OK move on. It's somewhat deceptive I suppose, but I don't see that as sufficient to meet the theme.

Interesting game concept, possibly, but an impossibly ambitious project to do any degree of justice to in just one week.