Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

This is a fun, simple game with a mechanic that is kinda unique for a game made with RPG Maker.

Hitting the rocks is simple and fun enough. The mazes are simple and short enough too. There's even some cool hidden rewards for going out of your way before proceeding to the next level. I like the custom Harold sprite, and the BGM is retro goodness. Sliding ice puzzle with penguins was cute.

I wish there were more sound effects in the game. The silence on the menus is a little off-putting and makes it hard to properly calibrate the sound - especially since the BGM drowns out much of the other sound in the game by default. I'm also mixed on the jumps - I like that they are pretty easy and automatic, but I have to question why they exist in the first place. There's no skill or decision making involved with them, so they're pure visual flair. Not necessarily *bad*, but not sure if they add anything to the experience either.

There's also this one point where you can step on this tile and it triggers the dialog every time. Needs a self switch.

One other noteworthy point: I really liked how in the third stage you have a door you can't go through, but then you have to go further to find an item. I also like how there's a similar hidden item in the first room. I feel like the situation in the third room actually works better as a set up for the exploration concept introduced in the first room; consider switching them up.

Overall this is a solid, short entry. Thank you for the game!

(1 edit)

Thanks for playing, KV! 

I appreciate the in-depth review! I'm planning on adding more levels in the finished version along with sound effects for the menus. The jumps are for visual flair because I wanted each level to have it's own puzzle and/or gimmick.

I'll consider switching up the exploration concept in the 1st and 3rd levels. I used the door in the 3rd level instead of a Dead End because it served the narrative and cliffhanger ending.  

Maybe some levels end with Dead Ends and some have doors where it makes sense?

Thanks for letting me know about the dialog self-switch glitch too. I'll make sure to patch it post-jam.