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Fun little mechanic, but the true standout here is your level design. Well done and well-tuned puzzles, which is impressive for any jam. Plus it's clear you spent time thinking out the world structure along with your lock and key progression. Out of curiosity, how much playtesting did you do to get the levels to this state?

I would've appreciated feedback that let's me know when I've got the block positioned sufficiently into the clear containers as I sometimes got frustrated thinking the controls weren't working, when actually the block was four pixels too far to the right.

Additionally, it seems that some abilities must be activated in a certain order, or they won't work. For instance, on the red block before the final switch, if I shrink it first, then try to slide, it won't work. But if I slide first, then shrink, it's fine.

Tiny note, the readability of the platform to the left needed to exit the lowermost room is poor because it's so dark. It was hard for me to understand how to exit this area.

Overall a good time, kept me engaged the whole way through. Thanks for making this!

I am happy you enjoyed the game. 

In terms of time spent playtesting. I spent a lot of time with an initial test room getting things to work in kind of a sandbox environment. When I finally started building out levels and playtesting them, ideas came out from that process that I just kind of followed. However, I think I started that playtesting and level building phase a little too late and that kind of led to a lack of polish in some areas. One of those being what you mentioned with a lack feed back on some of the clear containers and when actions failed.