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Feels like this game was a bit too ambitious for the time and/or resources available. The character feels very clunky, and with no instructions on how to control them and no real guidelines as for to what to do, I'm not entirely sure I'm even engaging with the game as was intended. While I did find the Macguffin, it kind of feels like I cheated to get there by jumping across a shortcut instead of going through the intended path, but if those walls with the glowing particle effects are meant to be doors then I couldn't figure out how to open them.

All the same, game jams are for experimentation and this does feel like a game that had ideas, so better luck next time!

Part of the ambition that I have (personally) is figuring out the proper workflow in a large team. Obviously, I haven't gotten there yet, but I'm getting closer every time!

The space is entirely enclosed, there is no out-of-bounds, so don't worry, you did not cheat the board.

Some controls were added last minute to bridge the gaps in what you could do. We added that stuff to the game page, but that's no substitute for having in-game explanation of some kind.

The ideas that I really wanted also failed to make it into the game. I had hoped we'd get multiple characters in, and a persistence system where the things you do on the level are remembered by the level. Without those things, we have something basic for a game, and there are basic elements that we failed to implement properly as it is.