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Maybe it was just part of mechanics, but when I was playing I was constantly thinking of how the level designer had to think about where to put golems and how to limit their area, so that you don't get stuck without access to the required golem :) Probably you had to hardcode some transitions or break the rules, but it felt like a very good work in calculating all that :)

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No hardcoded transitions to specific golems or breaking of rules to avoid redesigning of levels! The closest we have to that is a known bug in level 10 that makes the top left golem not transition when it should be able to on 2 of the 4 tiles it can visit.

Otherwise all levels work as they should within the rules of this world/dungeon!

Yep, and that's why I thought it was a fantastic level-design! :) I can easily imagine a level becoming incompletable if some golems were placed just a cell or two away or closer, but I didn't face any of such issues