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The particles and lighting are pretty, though some of the transitions between lighting colors seemed rather abrupt. Like crossing over the edge of a tinted rectangle, which may very well be how it's implemented.


I'm not a fan of precise platformers so that colors my experience here. I felt that difficult jumps were out of place in the atmosphere of the game. I stopped playing after exploring everything I could find without getting the blue potion which I assume unlocked new content. But I found that sequence of jumps frustrating to the point where I wasn't willing to continue. I think some tweaks to the players movement could help there. The fact that the sprite sinks to the ground and then slowly rises after each jump is visually distracting, though I don't think it actually effects the next jump. Also, it felt like if I jumped right as I ran off the edge of the platform, in the place where I intuitively expect to get the longest jump, I instead got a very short jump. But if I jumped a few pixels earlier I did get a long jump. Maybe that's intentional but it felt wrong to me.

The only memory I got was the spider's and I'm not sure why. I passed it on the way in and heard it's monologue. Then when I came back later it's memory was there instead and I don't know what I did.

I liked the tone and I think I would enjoy exploring more of this world.

(+1)

The intended path was down toward the lower area, you unlock a way to progress further there. I was banking on the drop in the crystal area to give you that hint, or just natural player exploration. A lot of people didn't get the hint that the jumps towards the potion aren't viable at first and just kept trying till they gave up.

Part of that is natural distrust in a jam game but I feel like i could have done a better job at earning it back in the early areas. The rest is mostly down to you not getting to experience the rest of the game. All the "lessons" I tried to teach through gameplay don't seem to have been effective in your experience, so the rest fell apart.

I knew accessibility was going to be a problem but unfortunately I ran out of time. Thank you for taking the time to document your play through for me. I'll carry those lessons with me into my future projects.