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A jam submission

He Who WatchesView game page

A spatial dungeon puzzler where you must crawl on every surface and discover secrets in order to escape.
Submitted by Danga (@bvanderaarde) — 2 days, 23 hours before the deadline
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Comments

Submitted

Played through the whole game, including the secret roman numeral levels. I like how you made it more likely for people to notice by adding the tip to the loading screen. I'm not exactly the best source since I played last time, but I think the flow of the levels felt better this time around. Only new puzzles I struggled on was the last base game one and the last roman numeral. Both was due to me forgetting the basics of how to manipulate the beam bridge sticks correctly. 

Visually the game is looking better than ever. Level select composition is a bit more boxy, but I think that's for the better to group up levels and not have as many lines to be drawn. I for one like the more deliberate square ground tiles. Raising up the impassable tiles and adding a bump effect is a godsend, it makes it way more obvious at a glance compared to just a black tile that arbitrarily stops you. 

Really liking this game, hope to see it released at some point.

Submitted

I played through level 11. Pretty cool but nothing too challenging yet.

In the level that introduces the  the green paths you can make one of them only created paths for "intended" angles to shoot from and when you did it wrong it would just do nothing. I found this pretty unintuitive because earlier in the level I could do the path wrong but it would still appear, so I thought it was a bug at first.

Also you can glitch into it if you shoot it then stand on the spot where it was then reload. It didn't really let me cheese the level or anything but since you normally can't walk through them I assume it's not supposed to work like that.

Also do some rooms have multiple intended solutions? Because in the last room of level 11 there was a little hole in the wall by the one way door that I assumed was for shooting the golden eye because it was lined up perfectly but then it never ended up needing to use it for anything so I wasn't really sure why that is there for. If it's a "secret exit" that unlocks extra levels or something like that then I think it would be better if stuff like that is very clearly not a part of the main puzzle.

Submitted

The first thing I did was turn mouse sensitivity to max and it still wasn't enough but if you're saying the "snapping view" is being changed then it's probably going to be dealt with.

Otherwise, everything's good, didn't get stuck on anything for too long, it teaches you everything without needing to explain it and it seems the story is going to be done in a similar way, too.

On 12 it felt like the solution was going to be to try and fall off the appearing glass blocks as they disappear but when I found you were just making a bridge it kinda felt weird, the longest part of it was realizing that I can actually climb around the wall just before the staff since I couldn't see another direction to shoot it.

Submitted

Somehow in level 3 I permenantly lost my arrow? it went away and wouldn't come back.

I got to level 6 and then kinda lost interest. It's not you, it's me. I'm too stupid for puzzle games. Maybe when it's not so late at night I'll try again.

Submitted

Damn this one is cool.


Early on already I felt like "these foot step noises are annoying" but I figured maybe I was just lack of sleep or being harsh, but after playing it for longer now I really think those SFX can be changed to be better. Also, the monotony and its just the same noises constantly, maybe mix it up like different sounds on different surfaces like the big  white concrete slabs and the small bricks could have different noises, and its too much like jingley clankey armour and not enough like footsteps I think. That's a real negative for me because it occured to me quickly and stayed on my mind the whole time.

Everything else is feeling so good, the looping BGM was fine, even relaxing, I thought it would be annoying looping too much but I ended up liking it. Still could be improved by more variation but hey its alright. Maybe it can advance to a new loop as you go deeper in. I like how it visually reminds me of Zelda games it feels nostalgic of OoT temple puzzles for me. Will there be light bouncing and block pushing puzzles too then?


The perspective changes can be so interesting when the floor becomes the ceiling and you are UP at the ceiling like high on a ledge that used to be a low corridor, that is so refreshing. This game is so cool.

Submitted

Amazing game. I felt like writing "I'm stuck, I need instructions on how to progress" at least 3 times. But somehow I managed to complete those levels. Very polished. I could see myself buying this.

Submitted(+1)

Fun puzzle game.

The few levels you have are pretty simple and the snapping view makes it hard to look at the puzzles as a whole, but I liked it, it's a solid concept.

Developer

Thanks for playing through it! The snapping view is definitely a consistent WIP, the problem is that it's grid based but you can look smoothly and so it can be hard to tell where your body vs head is. Glad you liked it!

Submitted(+1)

Seems like the weird camera redirections are fixed, so quickly navigating feels much better now.

Off-ledge marker and lighting up impassable blocks are a step in a good direction. I'm not sure if you already considered it, but the marker can be reused to show the current front tile as well as telegraph wall walking. It would also help with feeling the timing around moving blocks.

Developer

Thanks for playing - glad navigating feels better now! I totally agree with telegraphing wall walking (or forward moves in general). I've tried a few things but haven't gotten it to look quite right yet, but that's on the todo list