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(+1)

Really cute presentation, but it really feels like a lot of the game is trial-and-error and pixel hunting - sometimes the scaling controls just fail and snap an object to its smallest size, forcing you to carefully track back and forth until you can grab it and scale it back to a manageable size. The puzzles with scaling order were cool, but they really had a lot of the wind taken out of their sails by how finicky it was. What if the camera slowly zoomed and panned around to eventually fit the entire room? That way there could be a sense of progression as you correctly scale things - maybe starting with the bookshelf and then going to the right half of the room, with the chandelier-door-table-chairs-etc. sequence near the end and the cat as the finale. Not only that, but by zooming in on specific parts you get to tutorialize the mechanics a bit better and have things increase in complexity without having the things you need to scale get so small they run into the pixel hunting issue.

I like your ideas! The puzzling to get the "entangled" objects to their correct size is wanted but I totally agree that it's meh when it gets hard to click things. Would definitely benefit from a zoom. But the idea of solving this in different steps for the different areas in the level is worth thinking about too. Thanks for playing and the feedback!