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(1 edit) (+1)

this game is really interesting! i played about 45 minutes of it.

i love this mash-up of genres. the puzzles are really well-done, with satisfying solutions. they have that great quality of good puzzles where they seem straightforward, and then you realize the challenge, and then once you figure out the solution it seems straightforward again.

the art and music are lovely, they come together to create a mystic dungeon atmosphere and a world i want to explore.

personally i was not a huge fan of the timing puzzles, though that’s more a personal preference than anything else. in particular, once i had completed a room and was moving through it just to get to a different place, having to wait for the right timing was kind of annoying since i had already gotten through the room.

also, sometimes the interactive elements weren’t obvious to me. for instance, after unlocking the sword, i didn’t realize that one had appeared on the level.

overall though, this was a really enjoyable game and i’d like to see more!

(+1)

Hey Cryy22, thanks for trying Sliding Hero!
I'm glad you enjoyed it, and you are raising some excellent design choices I should address.

Regarding the timing puzzles (I'm guessing you refer to those rooms that both have a sequence puzzle and some hazards): I was thinking about, upon completion of a room puzzle, stopping traps and hazards that have a timing (green spikes, buzzsaws). Rooms that only have hazards are designed to always be a challenge for the player.

About intractable objects, it's something that came up during this jam a couple of other times, so I'm working on something a bit more eye-catching. Also, for the sword in the first room, I'll adjust the cutscene to point the camera at the sword.

Thanks again for playing!