I messed around for an hour and didn't find anything(( Then I even drifted off into the unknown darkness.
Overall, the game is great. I think you already know what needs improving, and all I can do is ask for a small narrative enhancement: add a cassette player to the control panel - one that plays the background music when you turn it on))
NickRock
Creator of
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A unique puzzle game. As they say, one mistake and you're done. I spent an hour on it. And the first thing I want to say is: implement fixed grid-based movement. When casting spells simultaneously in the same direction while on the same plane, I destroy the two front boxes standing next to each other, not the first and then the second. And this happens not just once or twice.
And another thing. Even the increased time feels insufficient. It feels like the extended time gauge should be the baseline. Otherwise, you might barely manage something, but any mistake in the behavior pattern means a restart. It becomes more exhausting and irritating. If this game were on Steam, I would've already requested a refund.
On the positive side. I liked the idea and the graphics, and there's a sense of flow—until you have to restart yet again.
The controls are a bit awkward; the jumps feel floaty. Sometimes you can bounce off walls, other times the character gets stuck in them and won't move. A few times, the character flew headfirst into the ceiling and got stuck there. The idea is interesting, but it definitely needs substantial polishing.
Funny indeed! Sometimes the dummies, even though alive, are just lying around. Also, I shot one of the dummies while facing away from it-I just heard the death sound, turned around, and found a ragdoll))
Overall, an interesting concept. Could use a bit more challenge. Maybe the dummies should scatter and hide. But the potential is definitely there)
Unusual game. I liked it! But I have a couple of remarks.
- It's not always clear whether you hit an enemy or not.
- The player character is very slow and dies to 2-3 enemies in a matter of seconds. Let's say, if the player's current speed is 1, then it should feel more like 1.3, or maybe add a dash ability with a short cooldown. That way, the player would always have a chance to avoid damage and feel like a champ
Yes, I understand. I was inspired by old quest games that stymied the player. Maybe I don't have enough play tests to polish it properly. Initially it was 5 minutes, but then I realized that it was too much. That's why I added notes with hints to the tasks in a hurry. And then I got so used to the location that I just slightly overcomplicated it. It's a pity we couldn't implement the whole plot. Thank you for playing my game and leaving a review.



