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(+1)

Art-wise the game is fairly well put together. Models and materials look like they belong in the same universe. I only think that the precipices are difficult to visually detect, probably due to the blue square outline as well as the dark colour. Also, the trajectory trail looks unrefined in its white, monochrome tone. I think having it stick around for less time would be beneficial to the game's aesthetics.

The music is sci fi, which fits the game, and it's clever that you guys use it in two versions, fast and slow.

I didn't see the theme being used at all, in any form.

The dialogue suffered from non-English-native-speaker-itis. It's something I always recommend to devs that aim at an Anglophone audience, try and get a friend to help you proofread your text before release / upload. Some dialogue was genuinely impossible to grasp, like the one about sticking fingers in eyes, or something like that.

The game design was alright, but the puzzles I found to be far too permissive. You had far too many moves available usually. The teleports were better distributed, but the moves were in abundance, which led to a series of fairly mundane puzzles.

The controls felt very odd to me. I would have much preferred a mobile touch / mouse only approach. F, E, R, and whatever the other key was for my equipment felt really odd to me. I frequently had to look on the right to decide what to use.

(1 edit)

Thank you so much for your big feedback.

We are French Team and in the final rush, we decide to google translate our history but we knew, it was bad ^^ Thank to saw that.

The theme was using because the game lie to the game on the trap (If you don't use your glasses) and other block and we have a good twist for the end but we didn't have time to finish our history.

Thank you again for your feedback.