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I wasn't expecting platforming puzzles in a dungeon crawler, but I think you executed it pretty well. Very, very nice environmental atmosphere and pretty textures. I managed to miss the line in the description about needing to find the ledge grab/jump abilities, so I tried to use them a few times before I had them, but that's on me. I will say that having an indicator for when auto-ledge-grab was enabled would have been nice.

I noticed what I assume were remnants of cut content (like the buttons on the back of the robots & the handful of non-interactive buttons) - I like where your designs were going.

I also recorded my gameplay w/an onscreen keypress indicator:

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Hey! Thank you for playing, that video was incredibly instructional! I rarely have the privilege of watching someone go through our games for the first time without me giving them hints over their shoulder lol.  Navigation and platforming was my goal from the start since I figured no one was going to do a weird step-by-step parkour style movement game, and I liked the challenge of making that idea and making it feel good to play.

In your defense, I did not have time to tutorialize things, so I don't blame you for not figuring out the jump and grab abilities srtaight away. And as far as the ledge grab toggle is concerned, you are absolutely right! There was supposed to be  a left hand that would indicate it, which I never had time to model, haha

And good eye for the cut content. The player was meant to have an attack to stun the robots with, and an entire third area that I had fully modeled but didn't have the time to texture and map out for collisions. If only I had one more day, haha.

Thank you again for your valuable feedback!