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Hey there! Massive improvement, just a few design notes I'd say need some work.


The mechanic of throwing your magnet into the pipe to unlock levels feels a bit cumbersome, and isn't explained super well.


The transitions out of the level feel a bit abrupt. While I appreciate the pace of gameplay it helps achieve, it does rob the player of agency and feels a bit sudden, so maybe polish it a bit (Consider perhaps next to the key is an open door back t o the hub, so you can leave the zone "celeste style" (Think of how there would generally be a platform with a little room to breathe before leaving an area))


Deaths in general feel really out of place and sudden for a game like this. I only experienced a couple, but unless you have some great ideas for them later on, I'd say it'd fit the more mellow puzzle game feel to have things like screws just push you out of the way (though massive falling platforms, perhaps are worth smashing the little robot, but that's choreographed a lot better than a snappy, sudden screw slamming you into the ground, especially on more zoomed out levels where its harder to see the details)


Overall a great improvement. I love the detail of the magnet pulling the player character towards its polar attraction when you're still holding it, though I'd say it could do with being a tad less strong in that instance.