Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

EviePatamon

3
Posts
11
Followers
3
Following
A member registered Jan 27, 2016 · View creator page →

Creator of

Recent community posts

I think the solution you found to the final level is not in fact the intended solution, or if it is, I found a much easier one. Before flipping the button on the top right, throw the magnet down into the pit so it slides down the slope, then switch the polarity so it rotates the door and prevents the block from being able to rise up and squish you. Then, push the button and jump over. No timing or super precise aiming required. I think perhaps the door needs to extend further into that gap so as to clearly convey that it will block the box when rotated to the left. Hopefully that makes sense, I might not be the best at writing guides haha

(1 edit)

Took 5 minutes to complete, found it very easy to grasp the concept. I play a lot of puzzle games though, so not too surprising I blitzed through these beginner levels. Did them left to right in the hub and that was satisfying enough for me, but being reset to the left every time I exited a level was irksome.

Found that booting up the game on my second monitor resulted in it launching at a tiny resolution, and only fixed it thanks to knowing that I could press alt+enter to make it fullscreen on my main monitor and then rebooting it to fix the issue.

Found that quickly reversing directions into the rotating doorways would result in them not moving back the other way which felt a bit clunky. Would be nice if they were immediately responsive so I could have fun quickly flicking left and right in them.

Very easy to get softlocked in a puzzle and then require a reset, as all it takes is leaving the magnet behind somewhere only accessible with said magnet. I don't think the puzzle design would allow for a "summon magnet" button without massive overhauls, but maybe a rewind function would be a possible alternative. Otherwise, puzzles will have to stay rather short and simple to avoid frustration when restarting the level if you make a single slip up.

I had fun though and would like to see more levels, ideally ramping up significantly in difficulty by the end to really get you thinking with magnets. A second magnet, perhaps, would add a lot more puzzle potential in later levels?

EDIT: Forgot to include this, but I found it weird whenever I couldn't press down or down+jump to drop through the thinner platforms that are often used as steps. Guess that part of game design language is ingrained into me.

This cheered me up and filled me with hope for the future. It may hurt now, but I'll come out of it happier in the end.