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(1 edit)

The dash ability is really fun to use! I found the game a bit frustrating up to that point, though. To the point that I almost quit because it felt like I was wandering aimlessly without really knowing how I was supposed to accomplish the goal - but I muscled through because I wanted to give it a good try. If you plan to expand on the game, I definitely recommend making the objective and the controls a little more clear.

The first thing I came across was one of the floating platforms, and I spent a while wondering if I *should* be able to jump (and what the key for it was). Of course it made sense once I found the first rune, but it would have been helpful at the beginning to see a message like "I've been rendered so weak that I can't even jump around like I once loved doing!"

I agree with other commenters that the tunnels get a bit same-y after a while. But I got the feeling that we were supposed to be able to get lost in them. I think it would be cool if the player was able to place markers of their own on the walls. That way, the game isn't spoon-feeding the player, but the player is able to assist themselves with navigation the way a person might do so in real life.

Overall an interesting concept; the glow skill at the end was an unexpected little treat that felt like it capped the experience off nicely.

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Thank you for the feedback. Dash was one of our favorite abilities as well. Glow was originally kinda... meh? But with the darkness of the tunnels and figuring out how to make the logs appear only when you glow, it became a very neat ability for us to use. I like the idea you suggested about the player setting their own marks to navigate.

(+1)

Thank you for the feedback! We did have some trouble balancing the difficulty of the maze like caves.
I think if we are going to work on the game again we'll definitely give the player some kind of hint system. The one you proposed is actually  a really good idea and I think it would go great with what we already have.