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Wow! This is a fantastic game! The pixel art is really nice and the animations are very polished. The ghost's design is really cute! I enjoyed the intro cutscene and the story it conveyed too. The controls were very simple and responsive, I learned how to play incredibly quickly. The gameplay is a fantastic blend between puzzle and platforming mechanics, really cool how the ghost moves in one sweeping direction and the walls / environment gave it a puzzle element. Major props on the level designs, it shows that a lot of thought and love was put into them with given the game mechanics. The level designs definitely brought a lot of variety to the puzzle aspect of the game. I beat the game but my only complaint is that it was too hard! Haha. I found the later levels to be brutally punishing in my first play-through of them (for example: moving into a direction off-screen and not knowing a trap lies ahead or not knowing where the door will be when I grab the key). I think most games rely on memorizing things to some degree (for example memorizing locations, patterns, or events ), but I personally thought some levels were just too punishing in that regard if you didn't know where traps were or where the door would spawn beforehand. However, that's not to say that this is a bad thing; this game is definitely a speed-runner's dream so it definitely has an audience. However, if you wanted to make it appeal to the more casual audience, I would recommend possibly adding health and getting rid of the timer to find the door when you get the key. The collectibles and hidden areas are really awesome and give the game a lot of replay value for the hardcore players, although I stopped trying to collect all of them after level 2 because it was just too hard. Perhaps the difficulty and collectibles-fetching incentive can be improved by rewarding the player with 1 extra hitpoint when you get all the collectibles in one level?


I really did love the game though. You can see how much I loved it by the amount of times I died and replayed each level. Lol. Great game! I could see this being successful if it was made into a full standalone game.






Submitted: T.I.M.E.

Wow, it was awesome to read your review and feedback. Thank you for taking the time to do that and for having the patience to beat it even with the difficulties you pointed out! :D I appreciate all the kind words about every single piece that you mentioned, it makes me feel great to know you liked and had fun with it!

I'm aware that the game is hard, currently working on a way to soften the frustration to restart all over again. Your suggestion about the gems is really great! Didn't think about it and it seems promising. I'll do some thinking/tests  and will keep you updated on it.

About what you said here: "moving into a direction off-screen and not knowing a trap lies ahead" is something I particularlly worked a lot to avoid and I made sure you were able to see every trap before going to it, so that the game would be fair. That (and the the resolution of your screenshot) makes me think you played it full screen, didn't you? There is a bug that cuts a part of the screen so it'd explain why you couldn't  predict the traps. I'll remove the fullscreen option until I fix it, thank you for that and I'm sorry you experienced it. Maybe give another try in windowed mode? haha :D (if that's the case).

Besides that, not knowing where the door is is part of the design I chose, so that you wouldn't be able to predict it and had to figure it out when you come close. But you are totally right, if I plan on releasing it to a more casual audience (maybe mobile?) it needs some thinking along side the timer.

Thank you again for playing it so much and fore sharing your scoreboard! It made me trully happy! \o/

I'm planning on keep working on it! Maybe some day it'll have it's full release.  :D