Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Phew! I got stressed easily! I like how much thrill you can get from such a simple mechanics. Kinda feel like the experience could be extended with a few more mechanics into a big game; because it is all about timing and location, i has a loot of room to build spatial-time puzzles.

I think that placing that 1st crocodile at the beginning accomplishes my (really mine?) 101 rule of interactivity, which is making learning progressive. That single pond sets the basis for everything that comes next.

Besides of that, I had to learn my myself that you could jump while in the water, which is an interesting micromechanic as well, as I realised I was slowly sinking.

Another interesting aspect is the cognitive dissonance you build (I think this is what makes it more thrilling/stressful): cute things, death. Yay!

Thanks for this comment! I would love to extend the mechanics with new types of areas and enemy types, different color oobleck has different properties possibly. I totally agree about the cognitive dissonance, i think the crossover of cute and horror drives players to be more protective of the main character ie immersing you more in the experience.