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(+1)

A fun little puzzle game, but it could use a bit more polish.

On my playthrough attempts, I ran into a few bugs - a couple times where the climb button stopped working without any apparent reason, and 1 time where after scaling a box, it attempted to ascend unto the heavens thanks to physics glitching (and the puzzle reset button didn't work for getting it back).

Going to echo 1 or 2 other commenters; I'm not sure what the point of vault and climb being different buttons were. Climb also felt somewhat inconsistent, even when it didn't break - not sure how it's internally coded, but it could use a second look.

Having tutorial text over the interactable cubes after (what I presume was) the tutorial felt weird. Might be that I just didn't make it all the way through the tutorial, but after the first couple cubes, you should already know which button is used for grabbing.

The music was really good and fit the game's aesthetics very well. My one audio complaint is that the enemy lasers' firing sound didn't change with distance - they were always exactly the same volume. Putting a bit of volume falloff on those with distance would make the game more immersive (and let players enjoy the music more!)

Those are all good points! I was trying to get spatial audio working right before submission but didn't quite make it. The Unity physics/rigid body Kraken is also hard to wrestle down in such a short period of time, so we had to accept that shortfall.

I have had trouble explaining the situation with having separate bindings for vault and climb, it is necessary right now because we use them as interactions on the same objects sometimes. We built these interactors so we could stick them on anything. With the response people have given that, though, I am thinking of just setting aside the ability to Climb and Vault a single object and just let it be either, but not both, and binding it to one key.