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legosjm

17
Posts
7
Following
A member registered Feb 07, 2021

Recent community posts

This was so fun!

apparently I'm just bad at sokoban (despite having beaten this whole game and several other covemountlikes before) because I tried to beat level 2 without the ability before making this comment and I was completely stumped until you implicitly confirmed it was doable. maybe I was just tired lol

How are you supposed to figure out the twist if you can't click anything in the first level and there's nothing indicating you can in the second?

broke my brain for a bit but kept coming back and eventually got through everything! nice game!

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vague hint below:









the clue is not "go opposite of those who live on top of buoys."

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Wow I loved this game...right up until it...stopped being this game. The puzzles and exploration are super fun, I love the basic concept with the fog-outs and going to different islands. The puzzles were tricky but had a nice difficulty curve, I had a bit of trouble with one of the [REDACTED] but found everything eventually. If this game had ended at the regular ending, I would give it 5 stars! As it is...4.5.

Spoilers below:







It did not. Exploring for the three lamps was very fun, I will say, and collecting the glowworm and reaching the final island was very in line with the rest of the game.

...then it...became a bullet hell.

Now, I understand the concept of a difficult final challenge. And I suppose this was technically that. But it was COMPLETELY UNRELATED to the skills the rest of the game had been building up, culminating with a boss fight that quickly made me realize my main motivation to continue forward was to see if something remained that would be more in line with the rest of the game. Then I beat it, and...nothing. The other two parts of the final temple aren't finished yet, and I had finished the current content of the game.

I don't think I'd have a problem with the bullet hell stuff as part of a different game...apart from the funky hitbox that I don't like having to keep track of. (Messes with my instincts.) But in this game, it just feels out of place. Maybe if earlier sections had something resembling it, but...as-is, I honestly think the best option would be to make that part its own game and rework the true ending. And if you HAVE to keep it...please, PLEASE let the other two paths be some other twist on the formula that's less precision-focused. And maybe ease up on the difficulty of this section a bit. 

Four and a half stars, would play again right up until before entering the secret temple. Saving my actual review for when it's finished.

This is a neat idea. If it were up to me to design it, I'd show it as a door made up of a grid of squares each with a single lock on them but all surrounded by one frame.

suddenly, devlog

they mean a master key would be able to open a partial door, as opposed to being unable to open several one-key doors in a row

do you have the panel on the barred door open yet? if so just start trying stuff out. the rules will become more evident with failed attempts

you need a certain item...the stars are metal

Possible error in level 21--if the red and purple block don't jump immediately after landing on...each other, they'll slowly start to drift downward. Great game!

I know you probably haven't thought about this game in a while, but in the color puzzle, the yellow block turns when it hits a corner but fails when it hits a wall that isn't a corner. Try solving it one quadrant at a time, in this order: red, blue, green, purple.

indeed

Everyone else: wow this game is scary

Me: "The screaming isn't real" okey dokey, thanks for telling me mysterious texter... oh hello little baby snek :D