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(1 edit) (+1)

Character moves a bit too quickly. Also I think there should be a more controlled way to rotate the turrets instead of just running into them or shooting them. For example, upon overlapping their collision, maybe the player could rotate the turrets both clockwise and counterclockwise using right and left arrow keys. Also, I feel that the collision for holes in the floor should be a bit smaller as well, cause having them be large along with fast character movement leads to cheap deaths. Gotta say though you nailed the aesthetic of the original games, really well done on that. I also really liked the way you chose to design your game; in the original games, I don't recall using turrets to destroy blocks to clear a path for the player and I also don't recall shooting the companion cube into the floor button. You implemented those ideas yourself and chose to be original and I appreciate that so much that I wanted to keep playing despite the fact that the sides of the screen were cut off for me due to a screen resolution issue, and I ended up beating both the levels. Good work! 

Thank you so so much for playing the game, your kind words AND the feedback! We are aware of these issues and unfortunately we had little time to clean the game up and do bug fixing etc. before the deadline. However, we are working on a more polished version of the game which we will be releasing after the voting on the game jam ends to resolve many of these issues that you mentioned! Therefore, feedback like this is worth gold!

Also, we are so happy that you appreciated our own "new" mechanics and takes on the original games. Since this is a top down 2D game, we lost a lot of the potential for puzzles that the original Portal and Portal 2 had, being in a 3D environment. Therefore we wanted to create some NEW ways of making puzzles, and by extension not making a complete copy paste of the originals and giving our own spin on it!