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(+1)

Love the arrow mechanic and the gameplay but when dying it feels a bit stretched like seeing the current level I am in every time I die isn’t really that necessary because it could be in the pause menu which I see is recycled from the main menu so for the level name it could just be a variable and a condition checking whether you’re in a level or not and display the level name in the menu when that condition is true. And it would be nice feedback to the player knowing where the checkpoints are. At the Cave Level with the 4 lasers (space in the middle) where the evolution thing is, it does make the region look appealing but more technically if the player had to use an arrow to get to the middle they wouldn’t need the evolution thing because they could get out the same way (Unless of course it actually is used for something in that area ) I mean other than that the player feels good and the arrow is great as well just getting a few jitters when moving with the mouse and the way you only gave the player the arrow like further into the first level was smart gameplay (not giving the player the core mechanic early ofc) Great Game :)

(+1)

thank you :-)

yes, the checkpoint system is not the best, i tried to avoid global states as much as possible to reduce the chance of game breaking bugs, so the scene does restart. but you're right, the transistions should be way shorter to encourage trial and error gameplay even more.

the mouse aim is indeed a bit flaky, but i optimized it still a bit (earlier version were flat out horrible), but had to stop and leave it behind to finish the other stuff, there was actually a lot that got sacrificed due to the time constraint ^^

originally the environmental transform effect should also have more impact, visually and gameplay wise, but i sadly had to trim it down also :-)

thanks a lot for playing and i'm glad that you liked it :-)