Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(1 edit)

So, problem is fixed now, played it for a bit, like the concept, but I've got some initial comments:

  • Really dislike that I'm so "low on the screen", can't see where I'm going at all like that. And when I transform into the heavy one, I can't even see the floor I'm on. I would center it a bit more.
  • Transforming is a bit cumbersome because it's triggered by movement, I can appreciate it if that's part of the game mechanic / puzzle experience, but for now I find it annoying because I find myself wiggling around until I change again.
  • One major bug a few minutes in, when I drop myself down the big hole I fall past the bottom and get stuck. Colission detection is not flawless still ;-)
  • There is no way to reset or die, so I have to reset the entire game when I get stuck, for instance when pushing the box towards the doorway at the start of the game.
  • Not sure what the moving through time idea is btw, it's just a standard platformer with a twist
  • Finished the first mission now, got stuck on the 'finish screen'

My biggest issue is the 'low on the screen' thing, because you quite literally cannot see what you're doing or have to do. I constantly found myself focusing on the bottom of the screen to get a glimpse of what's there.

(+1)

Thanks for the feedback swoopie! I agree that the mechanic is cumbersome, I wanted to tune the level design to make it flow a bit smoother. This was a part of the 3 hour Trijam, so I really didn't get to spend a lot of time on it. The bugs you mentioned seem to be a WebGL issue, they're all resolved in the Windows build. I really appreciate you taking some time out to play and give feedback for this game. Thanks!

(+1)

Hah, well, given you only had 3 hours it's quite a good effort :-)