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(+1)

Unfortunately I didn't beat it, but I think I got pretty close. I got the pogo stick and made it back to the top floor and up to the point where you use the pogo stick to pop up and theres a trap almost immediately. I had no time to react. It took me a while to get there and I think I would have gone further if there was a save spot in a room right after obtaining the pogo stick. Other than placing a save spot closer to after getting a pogo stick, I think the game was pretty balanced. You nailed the theme you chose, the puzzles were generally straightforward but still challenging. The box mechanics were really solid. I didn't encounter any issues of getting myself stuck which happens a bit with box moving mechanics.

Besides the save spot distribution, I think the only other criticism I personally have is the lighting. I know the darkness was what you were going for, but I did have trouble seeing things. A map would have been nice. One that displays each floor and lets you know which one you visited, but I wouldn't count that against you because the routes were relatively straight-forward.

I'm not a fan of 3D metroidvanias, but this was executed well enough that I didn't have issues with the 3D aspect.

Overall, a very solid game!

Honestly one of our biggest worries was that players could get lost in the map so it's a very real relief to hear that it was relatively straight-forward! An accessibility option for the lighting would have gone a long way, I really should have added that, that was definitely a blunder on my part. I'm not sure if it would be entirely fair to edit the game now, but once the jam ends we'll definitely pace the save points better, our perspective on that was very skewed so we didn't quite get it down right


Greatly appreciate the feedback! 

No problem!