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I love that the game makes heavy use of real-time actions. For example, the angled wall needs to be placed to deflect the ghost and be moved again the reorient Somni. This adds depth to the original puzzle solving aspect of the game.

I also love that the objects can both help you and hinder you. Like the light, which is useful to despawning ghosts, but will also trigger a fail when the player passes through it. Instead of keeping the light on, the player need to time the switch to despawn the ghost when it is on, and turn it off before the player passes through. I think this increase the diversity of how the levels can be, and it is a good idea.

Just a little nit-pick, portals can be placed out of bounds. The level shown in the thumbnail actually becomes easier by using this glitch, because you can direct the ghost away to the void.

Anyways, good concept! Good luck!

I'm really glad that you like the concept that much :)

And while we know of quite a lot of bugs and problems, we actually never thought of the fact that you can just basically delete the ghost like that, thanks for pointing that out!