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gabridish

3
Posts
A member registered May 31, 2022

Recent community posts

(1 edit)

I loved the mechanics, would definitely like to see this rock-paper-scissors dynamic be fleshed out. The skip turn button doesn't work very well though.

The washed-out, low-poly aesthetic also worked really well, I just wished there were more levels! Definitely give this one some more work if you can.


I second you on the hidden collision box.

(4 edits)

I think the aim/fire mechanic would be way more fluid if you separated aiming and firing (as in, RMB aims, and releasing it cancels the shot, and LMB fires). It would be a lot more intuitive to me because a lot of games work that way. Maybe changing polarity could be done with the mouse wheel or MMB?

Also, I thought needing to throw the magnet upwards to enter a level was clunky and cumbersome. I would much rather it just be a simple door. 

I liked that there was a grace period for jumping after leaving a platform, but I feel like there should be one for jumping onto platforms as well.

You should definitely be able to aim while moving. I know it'd break some puzzles, but I think it would add a lot of depth.

PS: That was cheeky at the "bonus" level.