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(+1)

I liked this! The aesthetic is nice, and while I can see where you wanted to put more effort in places I have to say just simply getting a game into a game jam is an accomplishment of its own, speaking as someone who failed miserably to do that last year and in many jams prior.

The time limit get-things-done-as-fast-as-you-can-while-unlocking-shortcuts-for-next-time formula is one I don't think I've seen as often as I think probably exists (although the only major recentish example I can think of that I've seen outside of other jam games is the second Turnip Boy game). I like the idea but the moving pace with such a harsh time limit did get a bit frustrating, especially as I was increasingly in the belief that I had to spend as much of the loop inflated as possible.

Full disclosure, I did give up trying to finish the game after getting the left-half of the pendant, mostly because I got stuck and couldn't figure out what I was doing wrong after getting into the crystal room and not being able to interact with anything but the screen, and I couldn't figure out what to do with the hint about the observation room not being monitored. 

(+1)

I sincerely appreciate the thoughts! And don't worry, I do agree that I leaned a little too much into the inflate mechanic, and it's on my list of stuff to tweak when I revisit all of this. As for hints and general progression, I'll try to work on that more too so that it's more intuitive.