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(1 edit)

I love games with this kind of aesthetic, but had some difficulty playing this one. I don't know if I was just missing something obvious about the puzzles, but a lot of the levels seemed like they necessitated nailing really difficult/precise jumps that I just couldn't do. While I doubt it's needed for this game (?), I can't bunny hop to save my life, and quite honestly don't even now how you're supposed to do it, and my skill at the rest of Quake movement follows similarly. I was only able to complete "Look Up", and that required landing a jump so precise I quite nearly gave up. This was very polished, so good work on it, but I found it difficult to enjoy personally. I still feel I was missing something obvious about the puzzles, though... I had to be... so I won't dock points for it.

Edit: Somehow, this comment got posted twice. I deleted the other copy, but you may have gotten two notifications. Sorry about that!

Hi! Can infact confirm that while it's possible to use movement tech to skip puzzles, it's not exactly necessary - we didn't want a situation where a puzzle requires a really tight jump to be completed - this is good feedback though, as it lets us know that the visual cues we gave to the player in a few maps might not be enough to drive the point home, so we'll iterate on more beginner-friendly design that eases the player into the mechanics more gracefully in a postjam version ^^