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Good point! I like that the suggestion of an eye and a pair of them was enough to suggest companionship / seed the creation of a player-made goal to bring them together. I could make a small level design tweak to make it harder to leave one of the blocks behind - think I should do that? Or is it more interesting if there's a "bad" ending vs a "good" ending to strive for?

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Perhaps this is my own preference, but I really enjoy mechanics that punish hubris. It's fairly easy to miss the button before the final fall. Games offer you the catharsis of doing it all over again. Something rarely afforded IRL. I think if it wasn't for that, I would have just played it once and not noticed the author notes button at the beginning. 😅

Further, I think it introduces a bit of agency, without that choice, I think I would feel like I'm just going through the motions set up for me.

All of that said, perhaps it removes some of the authorial intent of getting the player to experience the transition between avatars. That said, projecting onto Googly McWobbleLegs felt easier after feeling disempowered from helping cube 2 being un-stuck.

Sorry if this is reading too much into this.

Not too much at all. I'm grateful for the input, thank you! 😊