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Starting with things I liked, I loved your choice of sfx and music, it really added to the relaxing atmosphere, and all of the 3D models and graphics were very well done. It created a very ethereal feeling while playing the game which is what I assume you were going for.

Things that took away from the relaxing atmosphere the most for the were the scene transitions (seen quite a few comments on this already, but you can read the same complaint here again lol). The cyan expansion transition, albeit pretty cool, is like getting a flash thrown at me. After every level, I felt the need to close my eyes because of how bright it was. Consider fading it into a more mute colour when you pick up the goal.

More on the transition, this is the more common complaint I've seen and its the scene loading. It causes the audio to go completely haywire and destroy my ears, and with the flash its really like I just got flashbanged after every level.

Moving onto the gameplay, I feel like calling this a puzzle game is kind of a shame since there isn't really very much puzzling to be done. Maybe I'm just being too harsh since, as I said before, you were focusing more on making an atmospheric game first and a puzzle game second, and you succeeded in that.

Some specific gameplay things I would like to comment on:
- I know its supposed to be an atmospheric game so the slow movespeed is fine, but please please PLEASE make only short levels. Walking a marathon made me more stressed than anything, and if there are marathon style levels, make it more interesting than just walking.

- the camera angle was kinda weird for me, but I started to get used to it after a little while

- there's this bug where you can turn walls you're jumping to mid jump, which leads to softlock states since you can't turn walls if you're standing on that wall tile, was really annoying that I had to restart

- the "proximity sounds" (idk how else to call them) are sometimes kind of wack. I would have some funky object to my left, but the sound effects are coming from my right ear. I think you did sound effects relative to the player's orientation but since the camera doesn't turn with the player it was really disorienting.


Feedback might've been a little too harsh and unwarranted since I usually don't play atmospheric kinds of games, thus I am probably unqualified to give serious criticism, so don't take everything to heart. For a week of development, I think it was not bad.

:>