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There's a lot to like about this game. The core game mechanism of controlling the player and the companion ball at the same time is quite excellent. Maybe I just haven't been gaming in a long time, but I don't think I've seen it done quite this way before; it reminds me of the cube from Portal, except this ball actually has abilities and controls of its own. The main thing holding this game back is that some of the obstacle interactions are quite rough around the edges and don't offer much feedback. For example, there were times when I noticed something on the floor acting as a button to move a wall or whatever, but there was no visible movement of the button, the wall just instantaneously disappeared, and the physics object dimensions didn't appear to line up properly with the rendered mesh. Smoothing out some of those rough edges would go a long way to making this a very compelling game.

Thank you very much for your kind words and such a detailed comment.

We totally agree with the polishing part. For example, the very doors that appear and disappear as if by themselves should have a corresponding indication on the security cameras (which activate them). But alas, a week is a very short time for what we have come up with. And despite the fact that we threw away a lot of content (boss, toggle abilities, other rooms available after obtaining these abilities), we still did not have time to finish these undoubtedly important points.

In any case, we are incredibly happy that people find good sides in this game and share their emotions. Thank you very much for playing our project!