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Not sure why installation is required, as I think Unreal has an option to just ship files as is, but that's not a problem.

The game itself is surprisingly fun, found myself replaying it several times to find points and to get the fastest time (I got 20.5 seconds), but I feel like time and points present two quite different playstyles. I would have more incentive to play for points if I knew how many of them are present at all (like, did I find them all?). The lose state is still ambigous to me - I know I lose if I get too big, but I'm not sure what counts as "too big".

The labyrinth actually doesn't present much trouble if I can just walk over it, and whether it was the designer's choice is a mystery to me. I feel like the intention would be to get big in order to see labyrinth layout and then walk it in small scale, but that doesn't work if I can still move when I'm big.

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Hi, thanks for playing and commenting.

There were few limitations which I didn't have time to fix so in the end I left the player to be able to walk over the labyrinth. That will allow you finish it really quickly, but you will not get many points so it is kind of a trade of. There are....10 yellow(100pts) + 9 red(450pts) I think so 550pts total. It prompts you to play differently yes, for either points or time or try to balance the two when you know the layout really well.

There is no fail state in the game aside from you can fall off the map from...3 places which are obvious. If you become too big and stuck you can just decrease your size. Was planning to make a UI for the size and limit how big/small you can be but ran out of time.

For the exe...yes it was not necessary. I will probably change it for a zip of the game files.

I am preparing a small patch for after the jam, so thanks for the feedback.