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Well, it was super fun until I got to the part with a 2x2 pixel hole that I couldn't get into. I tried fiddling with diagonal+horizontal moves to inch my torch to the correct position but I just gave up in the end because I didn't know what was helping and what was hindering me. I think this concept is fantastic but the level design should focus more on learning to use the movement intuitively (e.g. timed events, moving platforms that drag the head of the torch with it, maybe some puzzle elements?) rather than requiring a precise position to move on; even if it's in the perfect spot when you playtest the game, it doesn't mean it will be for everyone else.

It is perfectly feasible to align yourself into the correct position to get into the 2x2 hole. I added this fairly early on in the level and did give the player a lot of space to use. Once players master that section it becomes more clear how to get into certain areas easily.

About the "perfect spot" you mention, you can always manoeuvre yourself into it no matter where you currently are. After all this is a puzzle game, you just have to figure out how you get into that perfect spot which isn't as tricky as you may think. You must work out a technique.