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A member registered Mar 07, 2019 · View creator page →

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Thank you for playing! Great video and amazing feedback for us.

Thank you very much for the coverage! We're happy you enjoyed it and hope you keep following the project!

Thank you for trying it out! Glad to see you figured the first planet so quickly, hope you enjoyed the playthrough!

Amazing! I had a go at this about a month ago and loved the concept and visuals but I got stuck on (I'm guessing?) the last puzzle. Saw a let's play video yesterday and felt a bit stupid for not figuring it out I was supposed to rewind twice, but I got fixed on the idea that I'm supposed to jump back to main "island" with the cube and got really frustrated when the cube kept respawning back even if I made the jump.

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Set in a beautiful world of colorful tiny planets, PlanetRealm takes you on a puzzle-solving treasure hunt through mysterious vines, mazes and forests.
Hop from planet to planet and keep your eyes peeled for clues unraveling the path to the legendary Hidden planet and it's lost fortune!

Hey! Thank you very much for trying it out and the feedback, glad you like what we have so far!

We haven't considered participating in any competitions yet to be honest, these are our first steps in game dev world so it never even crossed our minds. I'll talk to the rest of the team about it!

Thank you for taking the time for playing and giving feedback, love the in-depth review!

Regarding your second point in Cons, this is not the first time we're hearing it, but it does seem to depend from person to person. We'll test out third-pesron view to se if having the camera higher and thus having bigger field of view around the planet helps.

I'm hoping game's downfalls can be excused a bit further if you know that there are 3 people behind it, who never made a game before in their life. We want to learn game design through this project, and feedback is the best way for us to learn how to make the gameplay better and hopefully eventually bring the game to it's potential, so thank you again!

Thank you very much for all your kind words! We're really happy to hear it's at least eye-catching but we still have alot of actual game design to learn hehe. The feedback is really helpful and the gameplay gave useful insights, thank you for taking your time!

Hahah hope you enjoyed the other night and the consequences are gone by now. I am a bit confused about "few" distance, do you mean "view"? If so, were you changing it in the settings after recording the video? I didn't notice any clipping during the play, I want to understand what was happening :)


Sorry for the late response, I'm checking as often as I can but we're really new to all this and got a bit overwhelmed with everything going on around publishing for the first time.

Firstly, thank you for playing! And for providing in-depth feedback, being able to watch you play and comment was eye-opening to a lot of things but I'm also really glad that some of the things you mentioned are already on our to-do-in-the-future list. For instance, we want to look into the player having the control over the speed of "flight" between planets, either with mouse wheel or holding down a key, 30 second flights throught the whole game are not acceptable.

When we started playtesting ourselves we also soon realized the maze is an absolute pace killer in it's current state, but left it like that to test the concept of maze solving only with the use of footprints. We will eventually probably switch it with a different planet that's gonna have another type of puzzle and more story-related content and introduce the mazes later on. I want to hear your opinion if you don't mind, do you think we should put more hints on how to get through the maze to make it easier and more interesting, or just leave out the mazes altogether?

Finding the key on the third planet has a puzzle behind it (having to do with the picture of the tree that you found) but right now it's really easy to miss the start of it that is hopefully supposed to hint you in on how to solve it. We're aware of that, but need to write some code to fix it. We'll also look into third-person view which is another thing that we didn't manage so far, but thought of.

Hopefully this will already solve some of the gameplay issues, but regarding that, we were worried that the whole thing feels a bit dull right now, mostly on the count that we didn't implement any story elements yet. This is why you had no idea what you were supposed to be doing and we're sorry about that... To be honest, this demo is mostly us being proud of finally having something playable in front of us, it's our first project and we want to learn game design through it. Evidently we have a long walk in front of us but yeah, without putting something out there and start gathering feedback, it's gonna be a hell of a lot longer, thank you for your input!

And I couldn't be happier to read and hear your comments on the visuals, game's visual designer responding here. So on behalf of the whole team, we're really glad you love it, and from me personally, thank you, it means a lot!