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Electric

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A member registered Jun 06, 2020 · View creator page →

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Thanks for the detailed feedback! 

To confirm: the window does not show the character as they would always be obscured by the van, though that van is shown to help hint towards the core idea for players who remembered the headlights and description / map at the start. It also makes people a bit nervous :)

It's good you went through it twice where the details got to shine through, I'd imagine most people who played did not.

For length I am curious how long your playthrough was and what the major sticking points where. Given more time we would have likely incorporated more room-game interaction based puzzles. though I guess that would have extended it farther. Will try to keep in mind for future jam submissions.

The audio is my favorite part of this entry. The background music, factory ambience and especially the robotic creature's tiny clinks when moving are all nice to listen to. The pixel art is nice but I really like the particles on just about everything, as well as the color variation from lighting.

The camera feels a bit problematic. It fits nicely within each room yet still tries to slightly target the player. The game is locked to the grid of pixels which means each slight camera movement is a massive jump. I would recommend having either a completely fixed camera or having the camera movement independent of the pixels.

Gameplay is alright, but could use more depth. The grab mechanic doesn't really help to unstuck clones in my attempts, the stuck clones mostly seem intent on running themselves in to a wall. Oh, it would also be quite fun if the momentum you can get from swinging an enemy could destroy it, letting the player help out.

You can choose which direction to progress but it feels pretty irrelevant? It would be nice if different rooms had different hazards or upgrades you could see beforehand. The rooms had a nice variety of layouts but almost no variety gameplay-wise. Different kinds of enemies and interactable for player clones could help. I played for quite awhile and didn't see any changes except one run where all the the rooms got replaced by endless green potions that I couldn't figure out the purpose of? Not sure if my game bugged out or if it was unfinished content. Other than possibly that, the only bug I had was re-entering already cleared rooms and having the doors display as open.

Overall I enjoy how polished the current experience is and can see a lot of room to build on it. Hope y'all find this feedback useful.

This is a really solid entry. 

The character sprites are lively and the backgrounds are very well done! Sometimes there is a contrast problem between foreground and background elements, though.

The take on the theme is very interesting and gets some of the benefits of multi-player without the requirement of players being present. Over time it does feel less like each player is making a meaningful change to the level as much as they are just rearranging it to a random mess. 

Accruing and testing changes is a nice system though since you can save for trickier sections.

Personally I don't find much issue with the controls because of the double jump offering a lot of extra control, though an indicator could be nice for the tutorial section.

The music was nice, I quite liked how it would dynamically change between editing and climbing.

Others have mentioned bugs which I also encountered though nothing game-breaking. I would recommend some kind of progress metric or just make it more clear that the game isn't endless. 

Very enjoyable game.

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I enjoyed the puzzles in this entry, there was a nice mix. The inventory objects themselves were a bit unwieldy to use but other than that I would say they're all enjoyable.

I actually disagree with the others here about a top-down camera, I quite enjoyed the unique perspective. The issues with visibility could be fixed by occluding around the player. I also suspect some of the camera movement issues come from the very far sides of the screen not responding due to being out of the window.

The pacing of text, actions, and sounds sometimes skipped. I don't think I missed anything critical, though. 

The story itself has a nice turn that could be nicer to play into gameplay or foreshadow more.  Perhaps the impact of the end is lessened by it's presentation?

The art is nice overall but feels slightly inconsistent to me. The UI, main menu, character, and environment all feel a bit different to each other stylistically. Audio is all good, I enjoyed the ambience. Also,  the door in the box room isn't clear it is blocked because of the 'unlocked' text at the bottom.

All in all a fun entry, hope my feedback was informative.

I really enjoyed the graphics on this entry. The game world is conveyed well and keeps you where you need to be heading. The snow was especially cool.

Audio was good (The cutoff from blinking at a page in the first level is particularly neat.) but sometimes feels a bit empty with no footsteps and just the wind loop.

The font could be something a bit less... whimsical? It just felt like it didn't fit the style.

The challenge comes more from the sanity not refilling over time than any individual threat, which is fine though doesn't take much strategy until the last level where there is a better variety of hazards.

The puzzles don't tell the player much which made them feel nicer to solve. 

Only other point to note is that when interacting with a keypad I didn't know the code for, I pressed escape to leave only to have my game close and have to play up to that point again.

Overall a very solid entry for the jam, good work!

I quite enjoyed the music. The game would do well with a breath meter and cooldown to the spear dash.

Neat concept. Occasionally some of the red spikes would spawn inside of the blocks which killed me a couple times. The effects playing with the song was cool to see.

Very neat audio experience. It was nice to relax though I wasn't fully sure when it was over. 

Felt like an interesting take on Thomas Was Alone. The jump sound audio would occasionally have a loud scratching but other than that it's a decent short game.

Neat puzzle concept and good amount of levels for a jam game.  No outstanding flaws that I can see.

It was neat, though without having control for both players I found moving the boxes a bit hard especially when they get put in the corner, also had to restart after getting stuck behind a parking gate in one of the later levels.  The music was cool and and the city area design is definitely this submission's strength.