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(+1)

Soo, after playing it last night and for like 3hrs today this game easily consumes focus and losing track of time! The learning curve is really fun, the areas I had to repeat a lot due to dying/running out of time I managed to get really fluid at completing; which was an awesome feeling. 

The game's visuals are amazing! I love the animations (particularly when you move around as the ghost). I think the traps have been well designed and you can tell the levels have been thoughtfully constructed and play tested. Plus the audio is great, it's subtle but does a lot for setting the atmosphere of the game. You can feel the effort put in to this!

I haven't managed to beat the game yet, just because I had to take a break. But after getting to stage 6 (I think?) I have the following comments :

  • Save and continue: This would be really nice/important, since when I had to get off it was a debate about whether I wanted to go through the previous 5 levels again [I know you've listed this on the whats coming, just flagging as a priority in my eyes]
  • Red Spike Up Time: Because of the pace of the game there were times where I felt the red spikes, after I passed them, stayed up slightly too long. It was particularly noticeable with the square motions where you have to go over the same spike you land on to start the movement. The spikes stage up so long that if you try to do a full "circle" you hit the first spike. And given pace of the game I found it had to look ahead, so it took me ages to realise corners are a safe spot, and I only found that out because I miss press and didn't die. (Could just be my opinion but I kept wanting spikes to drop quicker breaking the fluidity/vibe a little)
  • Checkpoints + difficulty: I think as I mentioned last night still stands. I enjoy playing it is right now, which i think I'd called it "hard" mode. Just needs the save option. But, would definitely benefit players overall.
  • The timer: There is something about this mechanic I like and don't like. I thought about and what I've come up with is:
    - The timer mechanic is fun to challenge the user when they know what to do, but it makes it really hard to learn what to do. Stage 5 emphasized this to me where I ended up getting to the last manouvre and took a screenshot so I could learn what to do, since I didnt have enough time for proper look-ahead due to the timer.
    - The timer I think should be placed in the difficulties/y above hard I feel or give players the ability to analyse the level prior (refer to next point)
  • Stage 5 & 6 made me want a way to see the whole level to answer things like "how big is the level?" "how long will this take me?" "where is the key?" "what path am I meant to take?" etc. Particularly where the key is and to see where I have to go with the key. Some ideas I thought of, a) a way to toggle to see the whole map, or b) at the start of a map you do a cinematic wave over the level (Which also helps highlight the importance of the keys to players early). Combine either of those with a visual spot on the map which players can know is the goal location (disabled until you get the key). I think b would look nice, you could possibly do both - just some ideas.

Very well crafted! I've added it to my list of favourites from the jam and will make sure I finish the final level. I'm looking forward to the QoL updates, difficulties and more levels ^.^ 

(+1)

Wow, I love reading this complete feedbacks! I appreciate the time and effort you took to do so.

Thank your for the compliments, I really spent some time with all of that and tryed to make a nice experience overall, really glad you enjoyed it! :DDD

  • Save and continue: that's so true! It's next in my priority after checkpoints + difficulty. Soon the last ones will be released and I'll start working on that
  • Red Spike Up Time: part of that were intentional, I don't want the deactivation time to be too fast because it requires you to wait sometimes and not just rush the entire map, so that the gameplay is not a matter of rushing but also timming. Perhaps the time is too long, I tweaked it (from 1.25s to 1s) and I'll give some tests to see how it feels.
  • Checkpoints + difficulty: currently on it's final stages, took me a lot more time than expected but soon it'll be out :D
  • The timer: thanks for pointing that out! I'm planning on adding it after hard mode due to that, but always giving the player the option to turn it on/off independently of the mode as well as the checkpoints. What do you think about that?
  • The level design is constructed in a way that makes you feel like it's open but actually is a bit linear to help you find the key/door, so keep going and you eventually will find it. Also, part of the game is about not knowing what awaits you, where to go, where the key/door is, etc. so I'm not a big fan of  the idea of showing the entire level so that you can study it and get everythink you need to pass it, kindda takes away the fun imo. But I'll keep thinking about it. About visual indication of the objective I used the pointer to do so, not sure if I understood what you suggested :/

Thank you for that. :))) They'll be out soon, keep an eye! o/

(+1)

You're welcome, and yeah you can tell the effort put in!

  • Red spikes: Yeah I could tell part of it was to have good timing.  In my mind what would be optimal is there being a very slim chance of being able to do things in really smooth movements, you don't want it to go down too quick but the feeling I had when things felt fluid was awesome. If that can be achieved it's subtle but for really good players it's adrenaline inducing :P haha. (I would consider it a low priority if 1s doesn't do it)
  • Level design: I can agree, you've done an awesome job at making it linear yet feel very open. I guess this just ties really closely with the timer making it hard to make the right decisions when on the clock. Which with easier difficulties and tweaks to timer this shouldn't be an issue. (Shouldn't be an issue with timer tweaks)
  • Visual Indicator: The indicator you have is to point to the exit when you have the key. I was meaning like a tile graphic that you pass on your manouvre's around before getting the key.  Upon reflection, I released the reason I want this was also because of the timer problem so I could know where to go. (Shouldn't be an issue with timer tweaks)
  • Timer: You could have a toggleable setting like "hardcore" where it has the timer. I kinda like that idea as it comes back to user tailored experience. Another thought is tweaking the amount of time the timer has between difficulties. Step at a time I think, since I know having different difficulties is a lot of development work. So having a toggle could be a simple first step. Then see user feedback regarding timer lengths. :)

I'm really looking forward to seeing the updates! :D

Hey buddy, sorry for the late response... I just released an update with Checkpoints, Timer toggle and Difficulty levels. Check it out! :D

  • Red spikes: I tweaked it to be 1s, the faster the response time the more noticeable it's.. for the slower response times it's still to slow, but I dont think it should be too fast because these are designed for people with slower reflexes haha. Oh thank you for the tip, it really made it more fluid! (at least on the most difficult levels)
  • Level design: thanks for the compliment :))). Now the timer can be toggled ON/OFF and if it's on,  the amout of time depends on the difficulty (even on the easiest difficulties if you choose to enable it). 
  • Visual Indicator: well, try it out and see if it's still a problem :)