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Great job on the game guys! Really love the art direction and mechanics y'all have implemented!

1. The puzzle was good, but I feel like a few more of similar complexity with different mechanics would be a really good sweet spot. I did feel a little bit limited by the level layout, it felt like I subtly had no choice but to solve the puzzle a certain way so it felt a little less like I solved it on my own. I'm an avid puzzle game player though so please take into account that my bias here is probably intense!

2. I'd like to see puzzles where one item must be brought to another area, think the portal gun holding a cube. Maybe a small easter egg for a more obscure puzzle would be interesting with this.

3. The oxygen felt subtle. I didn't feel pressed for time because the tank was large enough to not be very scared of fire for a bit. I was forced to take care of the fire though so I'd say ititss balanced.

4. It felt a little off target, or if it was on target I didn't feel much feedback to know that it was. Otherwise its speed felt appropriate.

5. It definitely felt short. Multiple endings is a really cool concept that I think can work really well here though, it's just that currently the game plays entirely the same on each iteration. Maybe the area you put into the terminal opens a different, unique part of the level at the pod when you get there?

6. I love the art! I also like the current mechanics and would like to see them given more depth.

7. Putting in different codes into the terminal didn't feel very rewarding since it only changed the text at the end. I'd like to see more mechanics in a less linear fashion if we're meant to play through the same area.

8. This point is covered in my previous points. My only other thought is to make puzzles less clinical. For example, if the 4 posters were spread out randomly in the first 2 rooms, it would have a very different and more interactive feel. There's a lot of unused space in the rooms that are fertile for more character (rubble, stains, trash, etc...)