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(+1)

Unfortunately I didn't get very far into the game, since the gradual deceleration on camera movements threw me off a little. The visual style also made it a little bit difficult to tell where I would land or what exactly was going on around me.

That being said, I always appreciate strong visual styles! The idea for rhythm based platforming instantly reminded me of the cassette tapes in Celeste and I could imagine something like what working in first person too! I do suck at those rooms so maybe that's why I didn't get very far in your game :)

The visual style also made me think of the game antichamber. I haven't personally played it, but to me the style seems a little more digestible there so maybe you could take some hints from it. Especially the beginning room in your game reminded me Overall it really is a shame I couldn't get far into your game, I'm sure you have some cool platforming in there! Adjust the style a little bit and maybe add an option to change the camera deceleration and I'm sure I'd get to enjoy far more of your game!

(+1)

thanks for playing! sorry for the wonky camera movement, that's something I will get to after the jam. I can definitely see how Celeste may have influenced my game's design; and while the anti-chamber feel may have come from my lack of art, I will look into the digestibility of antichamber's style as that is another game that I have also played and enjoyed :)