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That felt great. Both the traversal and interpreting the maps. 

I'm a bit tired of Ubisoft style games where you can turn your brain off while you follow a UI waypoint. Being only given imprecise hints, and having to figure out the rest was very refreshing. It felt like a big discovery everytime I found those new spaces hidden in the nook and crannies of the level.

I feel the world is just the right size as well. I thought I would get lost and frustrated but that wasn't the case.

Being given multiple maps at the beginning is cool as well, in other games with similar mechanics I tend to obsess over a specific landmark, but here I could stroll around I was more likely to find something that matched a map. Nice touch btw to have to look down to look at the map, I think it adds to the immersion.

I can tell a lot of polish went in the grappling hook feel as well, it felt nice to combine it with the gliding. I even found this neat trick to gain infinite height thanks to the hook momentum conserving so well, maybe it allowed for unintended shortcuts but it felt great xD

Nice ending btw, made me laugh x)

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Thanks so much for playing - AND completing! Ending was a joke that stuck

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"I'm a bit tired of Ubisoft style games where you can turn your brain off while you follow a UI waypoint."


You just described our design philosophy! Thank you for taking the time to play the game and let us know what you thought. I really appreciate knowing what you like about the game. It helps us know that our design decisions worked as intended. I'm glad you had a good time!