The strength of this game is its minimalism. In such a small space it’s quite easy to get lost in its maze of tunnels. But if we wander long enough we’ll find a light story with puzzle elements that, if combined correctly, yield a few great surprises.
I spent about a half hour interrogating its walls and making a mental map of the space. Perhaps my spatial memory isn’t too great, but I too had difficulty orienting myself in the space. By the end I needed to read the map contained in its source code to complete my journey. At least the code is quite clean and efficient for an experience of this length. My only disappointment was that I learned we can’t lose!
To help orient players I might suggest adding more landmarks around the map that are announced by text, especially foreshadowing ones like skulls or strange smells. A more advanced approach might include ambient sounds like dripping that are panned and can be heard from nearby tiles. With these additions we could form more memorable connections with the space so we can navigate it more easily.
Thanks for your submission. Good work!
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