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The concept is interesting. It's quite frustrating to have to validate ourselves that the goal is reached (which seems quite easy to implement since your collisions seem to work really ok). The game really must be played fullscreen because the mouse is not constrained inside the screen.

But I really wanted to clear every level and quite enjoyed it. Nice work !

(+1)

ad portals: Yeah, due to time constraints I got to adding portals only in like the last two hours before the end of submission time. Adding them seemed important to convey where is player expected to go. But once they got added it seemed to me I can use the rest of time to either update the collisions so that touching the portal activates it and loads the next room or I can work on sound instead. Knowing there is that debug/cheat for skipping levels as a rudimentary way I opted for the second option. This is actually my first gosu project with any music/sound so it took such a "chunk" of develop time – next time (once the desired sound files get selected) the sound coding part should be extra fast as I won't have to consult documentation to find how it is actually done... :D

ad mouse: What's more the game kept updating even when I was trying to make screenshots for marketing purposes so making sure some nice state of game is there while the pointer is well placed took quite a few tries to capture. Having a pause feature would help I guess.

Thanks for the feedback, making the portals work is a top priority for after-jam development.