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If you're going to make your game trial and error, try to minimize the amount of time it takes to get back to the same spot. If you weren't trying to make the game trial and error, then you need to reconsider your approach to game design.

The part where the spike moves to block the mouse's way is too unclear and makes it seem like a puzzle to solve rather than a trap. The part with the ice is literally guessing. The part in the darkness is tedious. The part with the electricity looks too much like another ice section and made me tempted to quit immediately because I wasn't sure if I could trust the game not to have a surprise wall of electricity with different timing. The part in the 4th map during the chase sequence with several stars to dodge one after another doesn't give the player any way of seeing the second star before being trapped in its path.

The ending doesn't make sense. Why would the mouse, after being so agile in the maze, not just jump in and hijack the machine?

Thanks for the feedback. There are things like the spike trap or the electric barrier that I'm aware of and plan to fix in an update once the jam is over. They are not entirely clear and could lead to confusion.

The ending is just that: nonsense or absurd humor, you don't have to think too much about it.