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(+1)

Very moody, and the metroidvania/rooms are good ways to divide the puzzles. Might just have to steal that idea sometime.
I also like the narrative elements of the rooms, the text in the background.

I'm not sure what's the purpose of the oxygen running out is, it was a bother to me to restart my exploration.

Cool game : )

Thank you! Feel free to steal this idea, someone probably did it before :)

I added oxygen (and avoided adding a map) to increase difficulty, let the player focus on remembering the layout, and memorizing the optimal path to the last unexplored/failed puzzle. 

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Ah, I see. That is an interesting choice : )