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Interesting mechanic with having to change elements to pass through certain hazards.

Some of the hitboxes of hazards were a little too close together, so that when I was switching and lose immunity to fire (for example) I would instantly die because I was too close to the fire but moving forward would put me in the water.

I'm guessing this was a result of time restraints, but it would also have been nice to have the active element visible in the walk cycle too.

Nice idea though, and I can definitely see it being expanded upon with more time.