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I think the concept / mechanic explored with regards to the scaling is great, but too briefly explored for my liking. The level design was unexpected (in a good way) but I soft-locked myself in the opening trying to head back to the well; it was the first thing I interacted with as a player and so the assumption was I had to go back there with the water. The level design here could have been tighter to either prevent this or provide another way to get back on track.

Compared to that "UE gloss", the UI felt a little rushed and I still don't honestly know how I completed the objective or what my aim really was, other than collecting / dispensing water to change size. The game could also have done with something in the background, even if it was some wind sounds.

Kudos for using Unreal and for being able to submit something; that is much better than I could have hoped for in UE haha.

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the "back on track" mechanic is something i really have to learn before making this kind of game again. to be honest, same as u i lock myself in room many time when i test the game. thanks for ur valuable comment, will definitely check out ur game.

Beware, "game" is a bit strong for my submission haha.

For yours, I think it could have been solved with a quicktime event, such as something falling to block off the small entrance / exit. Or perhaps that raised wooden area could have had a box on which the player had to push off to jump off onto the starting side; this would then create a platform for them to get up to re-enter that second area. Just a couple of ideas off the top of my head - I'm no level designer by any means so don't take this as gospel haha!