Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dragonull

5
Posts
A member registered Sep 11, 2025

Creator of

Recent community posts

Thanks for the review!

I started designing the levels too late and just wanted to show all the features I had planned at least once, so features being underutilised make sense! A reason why I didn't use the reset more is, that it was a giant pain to make working Puzzles with it. The places where the boxes need to be for the level to be completable would have certainly helped with that and is a great suggestion!

A few days after I submitted I went through the game again and also noticed that the hint for level 9 is a little too obvious while level 8 could desperately use some hint. I guess that's just a result of only having other people playtest the game after sumbissions are over.

The meta puzzle was for the submitted version completely ignored. But it would have been that at some point you learn that you can go back a  level when standing on the starting tile of the level leading you to the end of the previous level. You then would have been able to complete every level in reverse and go back a level in level 1 to a level 0. Now that I am writting that down I am unsure how "meta" it really would have been and I am realising that it would have been far too big of a task for the jam!

1. my bad, I just didn't play enough

2. I see that door not working as a new mechanic, it is nothing you do, but it is a new obsticle you have to deal with and in a puzzle game where you need to figure out the rules yourself. It being the thing you can ignore isn't a thing the player will know, because who knows, maybe it blocking you is only conditional and you somehow can go through it?

3. Yea, the numbers really made me feel like I need to follow the order, especially as the first two levels seem like intoductory levels

4. My bad then

5.I'd say that the wordless solution is the ideal one (at least for the type of game I enjoy). But in a jam it can be quite hard to do it properly, so it's hard to say when to use words.

I really need to try this again and ignore the level numbers!

I am just gonna begin with, that I didn't get past level 4.

I feel like this could be an amazing puzzle game (at least a better one than the one I created for this jam). The mechanics are really innovative even though it's base is just a sokoban game. A big problem is that the first big mechanic is rather clanky to use. I feel like this would have been somewhat alliviated, if your last moves or even the moves you'd do when pressing z would be shown. I also would have liked a reset button for the current room, as sometimes I made a small mistake making me get all the boxes away from walls and a reset just would have been easier.

A mistake which I also made in my game is in the level design. You have lots of cool mechanics but you don't leave room for the player to fully grasp them/get used to them. The first two levels show the player the basic movement and mention Z and ESCAPE. The third level then uses those in a new way, maybe Z and ESCAPE should have been mentioned here or there should have been hints torwards goin into a previous level. Anyway the third level also introduces doors... which don't work like in other games. This would be fine, if you didn't introduce two new mechanics in the same level. I spend a few minutes trying to find a solution with the door. Then in the fourth level you immidiatly seem to introduce another new mechanic, while I feel like the previous one wasn't even properly introduced yet.

I understand that it's supposed to feel like bugs, but the gameplay takes a big hit without a proper introduction of the mechanics.

This is a short but enjoyable expirience. The gameplay uses the theme well! 

My biggest critique is that the dialogue, although funny, was a little much, at least compared to the gameplay.

Music and general  sounds really would have helped making the game feel more alive and is that which I feel like is missing most. 

Other then that, this is a generic platformer which has no feature you could call unique (everything is just visual). This is fine as there was a limited time and it's already great to have anything playable! But it leaves the gameplay being stale. 

I think the part I like the most is the art. It is nothing revolutionary but fits what the game tries to achieve and I could see it being used in a more refined game!