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(+1)

Very nice concept for a puzzle game! 

Obviously needs polish, in the controls, since for example pulling levers feels a bit janky, and having picels of different sizes among different sprites can also be made better.

Somethingg else which may be a UX problem is that I oftentimes find myself to be stuck on walls while in mid air if I hold against them. Fortunately, in Unity, this is very easy to fix! 

You can try one of these to easily fix the issue:

  1. Simply assign a physics material to the player rigidbody with friction of 0: now this is easy to do, but can lead to the problem of having your player slide onto platforms infinitely even if you stop holding the movmeent keys, so you can instead the the next one if this leads to problems;
  2. Add a "PlatformEffector" component to your the platforms that have a 2D collider (for example tilesets with a tilemap collider or platforms with a Collider2D assigned), and set the "side friction" bool in there to "false", and this fixes the problem :)

Something I wouldn't polish, instead, is the lack of a main menu, since the fact that the game doesn't have a main menu at all instead is very cool: the start screen with your character on the right and a button on the left is already a very nice diegetic UI "main menu".

This is a cool game overall, with nice level and puzzle design, trying to polish movement and visuals a bit would lead to a very nice and challenging "bite-sized" puzzle game, good job on it :D

(+1)

Thanks for the feedback!

 Getting stuck to walls was something I was aware of and was looking at adding as a mechanic, to allow the player to grab a wall to climb. Due to the time constraints, I didn't end up making it a functional mechanic, but I kept the ability to 'stick to the walls' in the hope to develop the game further after the jam. But I appreciate you letting me know how to remove it.