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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.