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. zip the folder of the game, not the files, it should be: "game.zip/game/game.exe"
. on hover button effect is extremely slow, whereas the sound is a quick pop, match their speed 
. the menus are cute, but disobey the idea of being sewn (?) on: no reason for them to flash or text to "spill over" and the inconsistencies push it from "neat" over into "pretentious" territory
. there's like 6 different font size on the level select screen and it hurts
. I've seen some gifs of it before and still don't know what I'm supposed to do, would be nice to have basic controls / goals on F1 / setup screen
. image below is how I "solved" the first step and it didn't feel intended: x is where the guy stood, arrow is where he ended up by somehow climbing the stairs


. reset time after falling is way too slow even for the first time, just snap him back to reality, or let me mash R to instantly restart
. I'm having a rough time appreciating the concept when I don't know which perspectives work and which don't, this seems like it's better lined up than the image above, but it's not valid


. you're allowing horizontal 360, but not vertical and I have no clue why, more frustration
. the rotation controls are not what I'd expect in general: the camera rotating around the game plane insted of around the screen-up direction when in some cases is just annoying:

. I think this is to do more with holes being introduced on level 2 than the controls themselves, I want to understand what I'm doing before getting thrust into new mechanics
. played around for 20+ min and need a break, my guess is that skipping out on easy (and I mean babby tier from your paraperspective) levels is what's doing the damage
. consider the name "Paraspective" instead

You one mechanical breakthrough away from a 200+ review game at $10 minimum. 

Round 2:
. I read the posts below and only now realized there's tutorial levels: it's on me being retarded and playing late, but consider offering other retards like me a "Would you like to play the tutorial?" so they don't autopilot into the main levels like I did
. I didn't get why I couldn't just cross over the "colors" 
. it was unclear that you could only switch guys with RMB (tried LMB many times)
. image below not being valid is just ???

It's a strong base for a strong long-remembered game, keep pushing.

Thanks for playing! This is all very useful feedback.
The first image might not seem like it but it all worked "correctly", the guy walked on the invisible gap bridge covered by the geometry, but it's true that it looks odd, might have to override the link with the shorter one.

The point about rotation is totally true, the camera has been this way from the beginning when you could only link things on the "up" faces, didn't even think that I could have "full orbital" rotation now.

I must say these levels are kinda thrown together for demoday, but even then they ramp up in difficulty way too fast. I'm working on a way to solve things like the last issue, links should be much smoother soon.

The rest are things that I'll fix over time.

The only thing I don't get is not allowing color crossover, do you mean for perspective links or for "real" links? I might allow them to travel to different colors but only if they "really" touch, not sure yet.

I mean crossing over in this level:

It's indented but I'm on the fence about this one. I guess I'll try making a few levels with it in mind and see if it feels bad or too counterintuitive.

(+1)

I get the idea of not being able to do it, but there seems to be on in-game-world explanation for it, which is what frustrates me. It's a guy who can walk across perspectives, but not across colors (???). You could do something basic like a plasma barrier appearing when he gets near the transition, or the guy recoloring to the color that he is standing on to indicate being bound to it, then revert back to black when falling through.