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The Power of Pride Bundle 2026 — $10 PWYC Edition
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Outside Perdition

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A member registered Mar 23, 2020 · View creator page →

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Really cool game! The mechanics were very interesting and fun to play with, and there were lots of really satisfying 'aha' moments when things clicked into place.

The one critique I have is that the levels probably have too much unnecessary space. It's not fundamentally an issue but when combined with the slow-ish walk speed it gets a bit tedious, especially when the levels involve more back tracking.

Really neat game! I got a bit stumped after a while but I enjoyed what I played. it's a very fun feeling getting a new spell and going back to previous rooms to get to where you couldn't get before.

This was really fun! I like how much freedom you have in how to go about solving the levels, it's honestly kind of relaxing to play.

Yeah I had planned to add an animation where the closer number slides into the further number, just didn't end up having time for the jam . I honestly hadn't thought about it but I now realize it is kind of confusing since the tutorial levels only feature left->right subtraction, so thank you for the feedback! I guess the answer would be to have a small level where you do right-left subtraction to demonstrate how it works.

Thank you, I'm glad you liked it! The order is first (closest) minus second (furthest), so:

(with P being the player, underscores being empty tiles, and the numbers being, well, numbers)

P_5_2

->

P___3

Hopefully the shoddy diagram clears things up lol

Interesting mechanic and very well-designed puzzles!

(1 edit)

Super cool and very tricky!

It happened after the second level where I played as the wolf. I tried playing the game again and this time it went blank (and silent) after the third level. So it seems to be kind of random?

Cool little game, I loved the art and game mechanics! Growing the cat to be large enough to push the block was really funny to me =) . It would be nice to have an end card,  since the black screen after the wolf level was very abrupt.

Neat game! I like the concept and how the filling/minimizing works, as well as how you can switch the colors of bubbles. An improvement I'd suggest is having number labels on the droppers because I often found myself trying a few numbers before finding the one I was looking for.

Cute!!

Scary!

Excellent!

Nice, cute and funky game.

There doesn't seem to be a way to de-equip equipment. When I have the mirror equipped the only option in the inventory is to equip.

A bug I found is that if you make a new game but close the program while the intro text is playing, it doesn't seem to properly save and when you try the "Load game" option it just removes the options from the home screen (but they still seem to be selectable, if you press space it tries to load again) and throws an error in the console:

// start of error message

ERROR: _load: Method failed. Returning: RES()

   At: core/io/resource_loader.cpp:286.

{mother:{contract:False, info:False, name:False, rep:0}, trader:{introduction:False, quest:0}}

{altar:0, ascension:False, devil_released:False, parasite:-1, seals:{one:False, three:False, two:False}, shortcut:[]}

{}

{}

0

ERROR: get_node: Condition "!node" is true. Returned: __null

   At: scene/main/node.cpp:1368. // end of error message

Rather cool so far! I haven't gotten very far but it's certainly an intriguing game. The artwork is of course excellent (very nice cross hatching) so great job on that. The sound design seems pretty good too. As for the gameplay it's a bit confusing and there isn't much direction but I assume that's the point, let the player roam around and figure out what to do and such. Also it seems possible to soft-lock; I fell into a room via a hole in a maze and it only has one door which can't be unlocked. Not sure if that's intentional or not.


Suggestions:

- A settings menu would be good, to change mouse sensitivity, volume, and such.

- I think it would also be better if the little pop-ups (like saying that a door is locked) didn't freeze your movement and require you to click to remove them and continue playing. I found it kind of un-intuitive and think it might be better if they don't require a click and don't impede your controls, but rather just fade away on their own after a few seconds. Probably only for doors being locked though, for other interactions like reading books it makes sense for it to be click-based.

- The the flashlight can be a bit abrupt at times changing sizes. I assume you're calculating it based off of  the distance of what the player is looking at? If so then I think it would be better if you sampled multiple distances in a small angle around where the player is looking and averaged them and added some time-based interpolation to the flashlight size. That is if you would want it smoother, if it's a stylistic choice for it to be abrupt then no need for change.

- It would be nice if the escape key closed menus (such as pause and inventory)

- It would be nice to be able to skip the opening text (w/ the spacebar or a click or something)