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Raii

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A member registered Aug 02, 2019 · View creator page →

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I don't remember when exactly I downloaded the demo, but I have recently replayed it and just wanted to mention that this is a very lovely project. It's hard to explain, but for some reason it has a cozy, homely feel (which likely comes from the combination of vibrant spritework and music). It's one of those small, little-known games that I accidentally stumble upon online and find an impressive amount of charm and love put into it. I would love to see what it ends up being like when it's done. <3

One question: is there any way to listen to the music used in the demo outside of the game? It's haunting, and I wish I could listen to it more.

This is amazing! The hectic gameplay is very fun, the art is simple yet great, and excellent music adds a lot to the feel of the game. Although the difficulty of the game might be too high, the management still brings great amounts of joy.
Very high quality project! 

Third world looks very, very nice. Trix's visuals are exceptionally great (as always) and add a lot to the atmosphere. Really love that blue color.

Those empty "air boxes?" are a very interesting mechanic, and I enjoyed getting to the hard-to-reach areas (I did not expect to get G'd lol). I would love to see it being used more in future in various ways (for example, an empty room with individual floating water boxes in it sounds interesting).

Spike hitboxes together with "boost orb" misalignment are still a bother, sadly. It's still extremely hard not to get hit on this
and this screenbecause of those issues.

Either way, my current speedrun record is 01:18:67! (It seems like speedrun timer doesn't work correctly - 1 second on the clock is equal to 2 real-life seconds).

Overall, this project is quite pleasant to play and looks very promising. I love Trix's art, and it creates great atmosphere together with the music. The gameplay is enjoyable, as the controls are surprisingly comfortable and smooth for a game of this kind. 
There are some things that require some tweaking for better experience:
- Spike hitboxes. Big spike hitboxes make it really easy to take damage in a game where you don't always have full control of the character. Also, in some narrow passages they make it almost impossible to stay undamaged. Perhaps it would be a good idea to decrease the size of their hitboxes.
- Boost orbs (or whatever they are called). I think they are an interesting mechanic, but they work a bit janky. I suggest moving the character to the center of the orb when touched, so that it boosts you in the right direction (kind of like Celeste's bubbles).
- Some passages work weird or are closed, so it is a little confusing, especially on the first playthrough (I am still confused by that passage to the right on the Screenshot 2 that loops you to the same room).

I also have a suggestion: separate checkpoints from bubbles. Having a checkpoint in every single room kind of removes the challenge. Instead, it might be a good idea to place a checkpoint every 2-4 (or more) rooms, and leave the bubbles just for the temporary safety. Also, consider making a checkpoint restore all of your health.

I hope my feedback will be helpful for you. Good luck with further development!

(P.S. My current speedrun record is 00:47:61!)

Very interesting concept! If you just run with the core mechanic, develop more mechanics around it and polish the game, this could make a great rogue-like game. This project has a lot of potential, and I surely enjoyed playing it!

I think I saw a couple of games with a similar concept, but this game is great nonetheless. Nice job!

This is a very interesting concept. It seems easy at first, but further into the game it gets harder. Great job!

This is a pretty well made game, I liked it!