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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).