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(+3)

This game is really beautiful. The sound design also complemented the whole feel of the game; an excellent presentation, for sure.

I also liked that the game looks like a classic puzzler, but adds an element of precision movement with the tight time limits. Though the controls, as someone else mentioned below, felt a bit slippy. Having it be more tight would make this feel more responsive and fair. (The isometric controls were fine for me.) Also, I was told there is controller support by someone else who played this, but (at least with my controller), only left and right seemed to confer input; up and down did nothing. Maybe a missing link between the controller axis and the movement?

And, as a side note (since this is a jam and there's only so much that can be done), I'd have liked to see some more puzzle type problems, given that it's presenter as a puzzler. There was a bit of puzzling in that you had to wait for the right time to start crossing the moonbeams, but some more thinky stuff (as opposed to timing stuff) might have been cool? E.g. moonbeams that can only be crossed once, so you need to make sure you're taking the paths in the correct order, etc.

(+1)

Thank you for taking time to try our game and for such great review! As for controller support, I’ve tried my DualSense, works well with D-Pad and left stcik. Not sure about other controllers tho. Also I didn’t test controller support in WebGL. Will take a look on this issue after the jam :) You wouldn’t beleive, but we had some plans and levels designed on paper for disapperaing blocks, but we decided to cut off this mechanic bc we wouldn’t make it on time. We want to add more levels after the jam some time and maybe this mechanic too!