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The world's geometry is far too complicated for its own good. The main character gets stuck all over the place, collisions are missing in other places, and, because it's so elaborate, it's very difficult to make that many assets look presentable and produce decent player-game interactions. I got as far as the second scene, which is much simpler, yet, it's covered in the same texture on the walls, with half of the surfaces Z-Fighting, a placeholder texture on the ground, and generic dark red "doors" which are walls.

So the first scene was a pain to navigate through, the second one, if you jumped you would get stuck into the ceiling.

In the game's defense, the checkpoint system was decent for me, so failures or manual restarts weren't so bad.

Thing is the game is trying to be cheeky to the point of obnoxiousness, so all of these things I've just described may in fact not be bugs, or incompetence. They may be deliberate. Clever? Possibly. I didn't enjoy the experience at all. All the time I felt like I was fighting with a game that desperately wanted me to stop playing it. It succeeded at scene 2.

The game is far too ambitious for a 7 day project, in my view.

Music was alright, but too loud and didn't really fit the mood of the game (again, could be deliberate).

I conclusion, I think the theme was followed fairly strongly. Too bad that doing this produced a barely playable, unenjoyable game for me.

oh a long and extencive one  thank you .
yes we went over board on the theme (good or bad ; too much or not i will let ppl deside for them selfs) 
collisions missing on someplaces is intentional.
getting stuck in the ceiling in scene 2 can only happen on one place and is part of the "puzzle".
PS . i am not ignoring the other point i am taking them into consideration on our next venture or were mentioned and ans to before