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(4 edits) (+1)

I'm just amazed by this!! This feels professional, with so many cool details. As impressed as I am with the sound design, art, animations, writing, the level design stands out the most. The progression feels natural, and appropriately challenging/rewarding/forgiving for the player while clear cut. Just a few details that stood out to me:

  • The knight close to the 'hub' immediately instructs the player how to use the blue light
  • The click sound for the elevator, since the camera isn't panned to the player when holding the pressure plate as a shadow, also the music ducking when using the shadow felt very natural
  • The two elevators you have to jump between comes late enough in the game where it's not frustrating, while also being forgiving, without you having to completely reset if you fall

Everything feels implicitly explained. Only a couple personal issues I really noticed, some of the areas after discovering the blue light feel visually similar, so it was a bit hard to 'visually guage' progress. Also think flipping the recipe menu, it wasn't clear what the next objective was (despite the gameplay itself being so instructive on where to go next)

Sorry this is long lol, couldn't help but rave about this. I do music, and this genuinely inspires me to want to explore other sides of game/level design, thank you for this!

(+1)

Wow! Thanks for taking the time to give such detailed feedback. As the composers and sfx designers we are happy to know you liked our work! Of course the magic of the level design was done by our friend Lazy from LazyTeaStudio. Thanks again! :D