The idea is interesting, but even the game page description doesn't make it clear whether you can actually win the game. What features have been completed?
code32
Creator of
Recent community posts
An invisible wall is an outdated approach from an era when technical limitations prevented games from featuring extensive graphics. If you don't want the player to go in a certain direction, place a pile of boulders or a steep incline there instead. Invisible walls always break immersion—without exception. I once went caving in real life, and I have to say that you've managed to partially capture that genuine fear: as you descend, squeezing through narrow passages, there's always the dread of reaching a dead end—and that’s truly atmospheric.
The idea of building tension with a looming, ominous object in the sky is quite interesting. The downside is that it clips through the collision geometry, which immediately breaks immersion. The oppressive music does a great job of enhancing the atmosphere. I really liked the time rewind mechanic with the route repeating itself—it's a fascinating concept. Perhaps just minutes and seconds on the asteroid would be enough; I feel like displaying milliseconds there is a bit overkill. Also, maybe the cards shouldn't have been rotated, as it's hard to tell what card it is when viewed edge-on.



