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I love the style of your game! The music and models really match and gives it a sci-fi spy-ish vibe. I love the scaling boxes to solve puzzles (I had the same idea!!) and I like the use of turrets to create a need to block as they shoot. I think that in general the game would feel a lot more fluid if the camera was like a directed camera that automatically move to fit where it needs to be to best see the puzzles at each point, it seemed like most of the puzzles were best viewed from one angle to get the best idea of what's going on/ what you're doing. I would also recommend making some of the walls higher or putting something on top of them to make it more clear that you can't just climb over them, I kept trying to stack boxes so I could climb over the walls and it wasn't working. I was a little confused with the wandering robots, I wasn't sure if I was supposed to block them with the boxes too or just evade them, and it was a little frustrating when I got ran over by one and the game ended instantly, maybe setting you back to the start of the area would be less frustrating? Regardless, good job!

Thank you! I appreciate the detailed feedback!

I think the walls and camera were the same issue. We considered some other potential implementations, but they were all too technically complex for us to implement with the time we had. That's why we ended up sticking with the low walls, so they didn't get in the way. We also found that the locked camera angles that could be toggled were more effective than a freely rotating camera. I 100% agree that part could use more exploration, though.

I hear you on the full reset part, I'm not sure I would create "Little Nightmares 2" style checkpoints that trivialize death. However, I would have liked to introduce mechanics to the players in advance so they know the consequences, I fell short there! My proper IPM setups actually ended after the first key block, time again, lol.