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This is quite a fun puzzle game with a neat idea.

I like the progression of the difficulty. Every level introduces a new mechanic and teaches you how to handle it. Although I think difficulty spikes quite a bit on the last level. A few more levels that use all of the mechanics would give then a room to breeze, and would let players catch up on the nuances they missed.

Graphics are quite nice. I would like to see a bit more visual feedback to player actions. For example, it’s not immediately obvious if you need to bump into the symbols or just move near them. And sounds, obviously.

I actually quite like the setting of the game, with emotions and stuff, but I don’t think it really conforms to the theme. Both alchemy and shadow aspects seem to be tacked on.

Which would be fine if your own theme of emotions was expressed more. Right now I’m just matching colors and there is some flavor text I guess. But it would be better to see some visual effects that correspond to emotions. Maybe screen shakes and turns reddish when you are “angry”, or ball moves slower when you are “sad”. Or at the very least show the name of emotion in english somewhere.

Overall, great job!

Thank you for the review!

I didn't have time to add the polish and music because I wanted to prioritise good puzzles. I've definitely been thinking about how to introduce the emotions and make them visually and audibly unique.

I designed the levels to make the player believe you have to bump into the altars initially, the ability to activate them by sliding past is actually a bug turned feature I introduce intentionally with one of the levels and it's one of the key "tricks" to solving a few levels. Now that you mention it, I will look into visually and audibly differentiating between bumping into activation and sliding past activation.

My take on alchemy was pretty abstract, seeing it as transition from one state to another, that's one of the core mechanics in this game, changing from one color (emotion) to another. The shadow thing is part of the story/setting which I didn't have time to create cut scenes for. One again, my take is pretty abstract, shadows are the absence of light, but I take it to be an absence of *something*, with a certain darkness to it, so evil spirits (which I represent by being a black color) are souls with an absence of emotion, hence they are able to go into voids which would otherwise kill you.