OK, I played again and it stopped soft locking. Maybe I needed to blink more.
I got all the tiny guys.
The game didn’t end?
Is there an ending?
Is there another secret?

Hi,
You gave me a similar review. This isn’t my game so I can be more objective. This is an easy game. After reading the relatively short instructions, it was pretty straightforward.
People put effort and hard work into making their games.
If you wanna review them fairly, which I hope you do, I may have some advice.
Testing games might require a bit of effort at first, to figure out how to play and experience them more fully. Even many professional games require some patience at first.
Doing that allows a critic or playtester to provide relevant criticism that is constructive and builds a person up.
We are beginner game developers and perhaps an experimental game made by a beginner is frustrating. Especially when a game dev gets their hands dirty with game mechanics that are a bit brave and unfamiliar to players.
Your reviews are honest and you don’t want to sugarcoat things which is good!
You put in effort to review many games!
I feel that making a game puts a game dev in a vulnerable position.
Yes, fellow game devs should definitely be critical, especially with people who want to become professionals.
However, I feel that there’s a balance.
Considering how simple this game is, is it possible that wanting to help and provide feedback to as many people as possible can encourage quicker reviews? These can be less forgiving to experimental game mechanics. At some point it shifts the focus from whether a game works towards expecting games to provide a smooth learning curve right away.
Do you think beginner experimental games should prioritize a smooth learning curve, or is it okay if they’re a bit rough at first?
Thanks,
tHoG
I get what you are saying, I wanted people to shoot from memory (the ghosts are really slow). It is slightly hard to imagine where the reflection of the player is and where the reflection of the spirit is relating to that reflection. I think I’ll leave the mirror around for a few seconds in the complete version.
Games can be difficult and frustrating and I feel exactly the same way often. :) The good news is that this game is deterministic and when you get the basics it’s easy. Enemies are slow and most of them take one shot to defeat. Feel welcome to speak with me if you want to share more about your experience.
I never really thought I’d read the same complaints I have been expressing about games. If it helps, I get how you feel and I believe in you! I know you can beat my game. You had a rocky start. That happens sometimes. Once it clicks, I think you’ll do great.
I liked the visuals and the feel. It was buggy. I pressed R and got kicked out of the level’s boundary. The gameplay mechanic is interesting. Memorizing levels this way doesn’t always work in this context. Especially when you get one click (level 3) and need to get a good understanding of several platforms.
5/5 Really good mechanic. On my machine, I get the sound clearly on both channels L and R, only at slightly different volumes. It makes it really hard to tell the difference. There is also a very short time window to react. I wish it was a bit more slow and/or the sound would only come from one of the two channels. Right now it is great but too difficult for additional replay value.
I love the game. So far it is my favorite gameplay. I didn’t think I’d like memorizing levels. It seemed to me like a poor gameplay mechanic. My two favorite games in the jam are about memorizing. I guess I didn’t know myself that much. Memorizing is fun! The music seems broken? The gameplay gets hard when you face the gun guy. It feels fair.
Good work on this! Well made game.
I love this game. It is wonderful. So many tiny nuanced details like the suspense after you pass a chair and the stick figure sits on it. The laughter and boar sounds, the hidden codes, the game feel.
It is all top notch!
Such a polished and well made experience. I am slightly blown away.
You are advanced or even experts at game feel.
It felt like a really fresh twist on Rock Paper Scissors, with a few new gameplay mechanics, except you can see what your opponent is doing, and there is a knife that beats almost everything.
It feels like a rhythm game because you essentially need to hit the key at the right moment.
Once you get into the game, you know that fire works on rogue and the blue bubble works on wizard, so you basically wait and press the button with the right timing. And yes, the rotation gives it a beat.
It is good practice. With some tweaking, and maybe a time limit or a leaderboard, I would be happy to playtest it again. That puts it ahead of 90 percent of game jam entries. And game jam entries are already ahead of 90 percent of people who want to make a game but never finish one, because getting to a playable build requires pushing through a lot of real obstacles.
The 3d environment is charming. Playing around with positioning light is nice. <3
I think it takes a while to figure out how to play. At first you see nothing and there is no map and you don’t know where to go and there’s no hint to guide you in the right direction. Then when you explore is feels like one of those old dungeon RPG games from the 90’s.
You start lighting up the place and getting an understanding of what is going on and then hear some sheep.
