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I loved that it wasn't a randomly selected turning mechanic but an integral part of the way the level's were designed. From a strictly playable perspective it makes more sense to have like a visual UI cue that shows where rotations will happen to make it 'fair' but it's wayyyy cooler for the experience that you don't know what to expect. Also really pretty game!

(+1)

Thank you! It definitely would be interesting to make a version of this game where the triggers for rotation are visible to the player, but we decided not to go that route  by using invisible areas to match the theme better.