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Thanks! It's supposed to move continuously so you need to remember the path that you're taking or you can do it on go.  Which level is troubling you?

(+1)

Oh, you're right.  I didn't notice it always moving on its own because when I'm decisive, I'm pressing the key.

2017 was a beast for me.  I knew exactly what I needed to do, just couldn't get the pattern right in my brain.  I went back to it and got through it.  I will finish this game.

I thought of some actual feedback too.  So I played this because my jam partner played it and said it was his favorite also.  Looking at a jam with 200+ entries, I was probably not going to play yours on my own because the presentation was too simple (e.g. the title image).  It didn't draw me in at all, and I questioned how it was even going to fit with the theme.  I was judging your book by the cover and I was 100% wrong.  That being said, I have no idea what you should change because I think the aesthetic of your game is perfect, and anything too flashy would be doing it a disservice.  The minimal nature of the game is what makes it amazing.  How do you advertise the minimalism as a positive when surrounded by games where minimalism usually means "incomplete" at best, and "painful" at worst?

It's far beyond the scope of this jam, but fully painted box art like Atari games used to have would be a perfect fit for this game.

Man, thanks for that feedback (╥﹏╥). I think the presentation is a big thing on game jams. Sometimes it's a little painful but that's what it is about. Sell your game to the audience. I don't like that part but it is necessary.  But beyond that I would agree with that "incomplete" thing. Sometimes it's a good thing to think what is really needed in your game. How you can make your game simple and intuitive but challenging (not saying that my game is perfect xP).  It's hard but it's doable. Thanks again for feedback!