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The difficult route definitely felt too difficult on the last level, but I'm not sure if it was just the level or the lack of visual feedback. By that I mean, since I was playing as a box I had no animation cues for how fast I was going or if I was at the top of my jump. It also felt like I would slide into obstacles when I was trying to stop in front of them.

I thought it was a very interesting concept, but I don't really like green being the easy path and red being the hard one. Green and red are often used to mean right/wrong or good/bad so it felt too much like the game was telling me which was the morally right thing to do. It would feel more ambiguous if they were the same colour and the difficulty of the actions would clue us into how hard the next level is. Speaking of which I feel like the actions themselves should be the deciding factor in the difficulty since some people might have different emotional connections to certain things that might change what they think would be the more emotionally difficult choice? idk if that makes any sense, but I saw a few where the easy choice was to take action and the difficult choice was to do nothing and I feel like that is backwards.

After writing all that I feel like I'm sounding overly negative, but I think you have a really cool idea! Just a few tweaks to some of the scenarios and maybe a few more of them and it will be great!

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Thanks for the input! It really means a lot to me. I didn't it was overly negative at all.