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(1 edit) (+1)

I just finished playing and I thought it has potential! I thought the core mechanic was pretty interesting and had potential, but I would have liked to see it get some real time to shine and iteration. The writing was a bit corny and heavy-handed, but ultimately charming as the centerpiece of the game. The choice of music and art assets was solid, especially the clementine sprite. More than anything else, I think the main gripe is that I came in expecting a puzzle platformer and left with a visual novel.

In terms of polish, I noticed the borders are prone to bugs, even to the point of requiring a restart (and then you have to reread all the dialogue). I also wished the physics were a little better, the current speed curves are a little floaty.

Some ideas that might improve things:
The strength of the video games as a medium here is that you  can directly involve the player in the story. Instead of clementine's rebellion being just exposition, you can imagine perhaps starting the game with clementine and her mom at the cursed objects exhibit. Then, you can coerce the player into jumping into the screen themselves (while the mom protests the same), acting out the rebellion of clementine.

Better movement physics, as mentioned above. Even in a puzzle platformer, you are spending most of your time piloting a character, so that should feel good. 

If the game is dialogue-heavy, extra love should be given to the text-system. Highlight words, add effects, allow for different text speeds, stuff like that makes the dialogue more fun, more engaging, and allows you to do more.

Levels! I know you are strapped for time, but at the end of the day a puzzle game with 2 levels is too small, and doesn't give you enough time to develop the story either.