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(+1)

Hahah thank you so much for the input!

Yes, I did have initially in mind to have different outcomes, but due to the time limit (and, well, it being my first ever time programming a "full" game/working on a jam"), I had to make the logic slightly more "simple", but making different paths is totally something I'd like to do if we do a full version of the game.

I'm really glad you like the wall though, and the interaction not being straight forward was --kind of-- in the design, but now I feel like I should have put something like a "Press Down to interact". I wanted to have the player have a feeling of freedom to roam aroud and do stuff the way that was more natural, so I avoided from really "telling" you where to go. I see now that, well, it could have been a *bit* more obvious HAHA

The platforming itself wasn't supposed to be as difficult, and I did feel like it was really laking, but well, can't help it now HAHA I'll try making it less traumatizing on the "post-jam" update, and in future additions to the story and to the game.

About the characters, I wanted to make some special "this enemy, but it's a cool guy that will be your friend if you will", which kind of started with the Big Wall (Who'd think a weird big-eyed wall would have a slightly caring personality?) (Also, well, he was the first ever character to be made HAHAHA)


Anyway, thank you for the input, it's great to know that we were able to deliver something this solid!

(+1)

I agree with those points! Could almost even have a Persona-esque feature where depending on what you say to the enemies, they join you or attack! (Or not, don't wanna put too much on your plate lol) But yeah I  feel like there's a lot of room for growth.