Skip to main content

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

I had fun with it. I made it to the end. Art, music, and overall aesthetic go together well.

I realize in a jam game there isn't always time to polish as much as we want, but a couple things stood out to me as needing improvement:

1. Too many pixel-perfect jumps and leaps-of-faith. One example would be the level where you have to dodge the heart in order to use it as a platform later. I thought this was a clever twist of the rules, but even once I figured it out, executing the route through the level was finnicky. I kept collecting that heart by mistake.

2. The connection between the theme and the gameplay felt a little weak. If you hadn't told me it was about self-acceptance and inclusion, I would've guessed it was a more generic overcoming obstacles, if I had picked up on a psychological interpretation at all. You were onto something with bringing color back into the world--but the idea probably needed to be fleshed out more to make the theme stronger. Was Gris an inspiration?

I really appreciate the detailed feedback! I will be updating the game soon with some minor bug fixes and quality of life improvements, however, I plan to keep developing this game post-jam by adding new levels (reworking old ones as well), diving a bit more into the theme and new platformer mechanics. Celeste/Celeste Classic was my main inspiration. I've never heard of Gris before, but since it's on sale this week I just bought it since it seems like a good game to take inspo from. Thank you for playing!