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(1 edit) (+1)

I think this was a really cool interpretation of the theme. I dig the use of the lighting effects, they looked cool and added a secondary challenge of not knowing where pitfalls are. And the mouse controls were very satisfying! But the enemies are definitely the coolest aspect of the experience. I think once they appeared, your take on the theme was very clear.  I like that there was a lot of levels that became easier if you waited for the right moment instead of trying to brute force your way through, and other levels could be bypassed if you just got enough speed. I think a slight afterimage on the sprite as you go faster would probably make the speed more satisfying, although what you have already feels very good! One thing I noticed is that your cursor is affected even when the game is minimized so it's actually hard to close the game that way.

I think the challenge with the current way it's designed is there's a chance players don't get to that point, or think the control scheme is the only twist you're adding in this game. I don't think this is the only solution, but if you were going further with this, I think it would be worth looking at whether there's a good way to condense the current tutorialization to get to that key moment sooner, or what you can do to let players know there's more coming. Great job!

Ooh, an after-image trail would be really cool, great idea!

That the cursor is also affected, when the game is not in focus should definiteley adressed, should I expand this game.

Maybe giving more clues to keep the players playing until they've seen the control twist and the enemies might be a good idea, however I haven't had one person say that they don't get  how the game fits the theme. As far as I know all players at least played until the enemies occured.

Then again, maybe the others simply didn't comment.

I thought that that might be a problem and so I at least minimized the time until the control change.

Thank you very much for playing and for you detailed feedback :)