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Clever idea but plays kind of janky. Jump physics are awkward and hard to understand. I like the idea of using different potions to change your size and shape to get into different areas (also really like how the level busts apart if you get to big next to objects), but level design is too unforgiving; if you grab the wrong potion in the wrong order you get stuck. I like that the potion size/shape indicates what it will do to you. If you explore this idea more in the future I think it would be good to start with simple levels that only have a couple potions and then gradually get more complicated.

Thanks. I agree about the level making it too easy to get stuck. A more polished version would need both more careful level design to avoid that and some additional mechanism to prevent or break soft locks. The jump physics have gotten a lot of feedback so clearly that's a pretty disruptive issue. I knew it was off, mostly at the small scales, but it didn't really bother me during development. Clearly need to tune both the game and my own intuition.