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Hey! This game was actually delightful! Especially for being sick and tired post-con. The clear shortcoming is a lack of levels, but I hope you take it as a compliment that my biggest criticism is that I wanted to play more! The puzzle mechanic was cute, simple, and elegant, and I was able to get a picture from the levels you had of how this could make for some fun puzzles. I like the idea of something like a revolving door, where you have an intersection with a block that's stopping you from crossing one way and swap it around so the long dimension now is on the other side, letting you through but now blocking the other way. Seeing how you could totally reshape the blocks altogether by just intentionally swapping around made me feel like there is probably a lot of room for creativity in puzzle design.

I'd also be interested in more reasons to get big, instead of just becoming the smallest you can be.


This was really delightful, thanks for making it!

Thank you for the nice feedback.

I had a hard time coming up with puzzle ideas, otherwise I would've made more levels (I didn't want to create filler-levels with just the same simple puzzle).

And your last point is my own biggest gripe: I couldn't find any reason to get big rather than small.

I actually started the project with a side view (and a slightly different size changing mechanic, but the swapping is better I think) with gravity, and then getting big was how you could cross gaps.

I however found that the sideways gameplay didn't really vibe with the top down blueprint aesthetic I was going for. In hindsight that gameplay probably would've been the better choice, and if I hadn't been so exhausted I might have used the "extra" days of the jam to experiment more with that (and changing the graphics to match).