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(+1)

The polish on the visuals, transitions, splash screen, tutorial, etc, feel really professional!

I'll admit, the third level got me. I tried activating the tricky tile from the correct ground level, but it didn't work, so I gave up. I eventually tried the game again once reading other hints, and found that I could access it from the back left side, but I don't understand why it should only work from the back left and not the front left or front right adjacent squares.

Still, very impressive to have such a polished-feeling game with multiple levels done in such a short time!

Thanks for the feedback😄,

I'm not completely sure I understand the query but the activator cannot be activated from the front left or front right if you're not on the correct ground level. While it might seem like the activator is on the same ground level as the portal...it's not. You must go behind the walls on the bottom floor and access it.

We wanted this as a red herring since the isometric view provides such opportunities. But, maybe we did it a little too early in the game or didn't provide enough clues in the previous level.

Meanwhile, if you were trying to access it from the correct ground level and could only get it to work from one side of that activator, that's because we only have the trigger to check if the player is in range, on one side of the activator...which is why we block the other sides usually, you might've found a way to enter the other sides, which was not intentional.👀

Here's a screenshot to show what confused me:


On my first play I thought it looked like the activator is on the ground floor, because of how it doesn't match with the tile grid up top, so here I am running into a wall and hoping to access the activator. In my brain, I think I am up against the front left side. But it is unaccessible, so I start wondering if actually it's on the top floor, or there's something else I'm not finding somewhere. I'm busy wondering what's going on with the moving platform on the right, and what's up with the blue square, and whether there's any mechanics I'm missing.

Now that I know where the activator really is and understand the design of the tile visuals a bit better, it's obvious in retrospect that I'm actually up against a corner and not the activator. And I know that the blue square is an elevator, which will be activated by the activator. And I know that the moving platform on the right is a red herring. Now, it's obvious that the solution is as simple as going a bit further left and up, and then the puzzle is solved! At least, it's simple now that I know that's what you're supposed to do, and what all the elements on screen do.

I'm sure I would've gotten it eventually, and maybe I don't look so smart in this screenshot... but since I saw I'm not the only one who got stuck here, I thought I'd go into excruciating detail :)

It really is a beautifully smooth and polished game. That I can nitpick on a level design detail as small as this is a testament to how professional the game feels in general.

Oh, that's not your fault at all actually. It seems like we need to make the trigger for that activator a little bigger. We did get a lot of questions about this one bit, and maybe the best idea is to refactor this bit.