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(+1)

Hi, great game! I thought the terminal menu screen was very creative, and maybe leaning into that more (ex. turning the buttons into clickable terminal commands) would make the game even more immersive. 

The tutorial level helped me learn the game, but it seems kind of unnecessary to have it as its own level. It might be best to have it at the beginning of whatever is the first level you play.

As for the core gameplay loop, I love the idea of protecting the platforms you stand on! Maybe to add depth there could be platforms with different functions so the player has to prioritize which ones to save first.

(Also, you probably are aware, but there is a bug where the actual button is above where the button graphic should be).

If you could rate my submission too, that would be great!

Thanks for playing and the detailed feedback! I love the idea of turning the buttons into clickable terminal commands. I'll have to take a look on how to implement that while still having it be obvious that they are buttons. I'm sure it can be done and you are 100% right that it would lean into the feel a lot more. 

I wasn't aware of the button bug, it might have something to do with the mouse cursor too. I'll have to take a look at that and work on fixing the button's hit box. I definitely understand the tutorial being a separate level, I did it the way I did because my plans were to eventually have a sort of hub level where you could enter levels, and I figured the tutorial would be an option in that hub. It probably would make a lot of sense to have the option presented when the player goes to start a level for the first time though. 

Different types of platforms is definitely something on our roadmap, such as temporary platforms or moving ones.