Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I really like this. The controls are pretty intuitive, the puzzles all feel unique, and the visuals and audio is very pretty. The difficulty curve felt mostly right. I liked how there were a few later puzzles that were pretty easy, as they served as a nice break from the more challenging puzzles.

Starting the levels in the behind-asteroid camera instead of the top-down camera gave the levels a more cinematic feel, which I think is important, but it also made the first few second of each level feel a lot harder and more stressful than I think they needed to be. Maybe if you started the asteroid further back, and didn't let the player control anything until the asteroid got to its original starting point, you could keep the best of both worlds.

Similarly switching to the behind-asteroid camera when the asteroid started going out of bounds felt kind of annoying, as often the asteroid wasn't beyond saving yet at that point. Taking the camera out of the player's control makes sense if the player has already lost, but I'd rather the camera remain under my control right up until that point.

Other than a few gripes with the camera, this game was pretty damn good. Well done.

(+1)

Thanks a lot for all the feedback! We agree with you completely on the camera. We have a rather brute force solution for camera selection at the moment, and as it removes control/view from the player, this is inadequate. I think our lesson is that if were going to take away control/vision we need it to either be for a gameplay reason, or tread very carefully. Cheers for playing!