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Quite interesting! Definitely the most creative use of assets I've seen so far. It was quite difficult though, it ended up as more of a memory game than anything else because you had to memorize exactly which tiles were safe in each version of the map in order to move between them in time. I think there should be a bit more lenience in the timing of the switch though, there were many times that I died even though the death animation played in an in-bounds square; I'm not sure if I was a couple pixels overlapping the wall or if the sprite kept moving briefly after death, but it happened quite a bit and wasn't a great feeling.

Thank you for your suggestions! Indeed, that is the biggest bug in this game, that the player is locked only after the collision is registered one or a few frames too late, which allows the player to get by even if they get caught. Will definitely fix that. Will also see how the map can be better designed to maximise the concept!