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I like this game, quite a bit actually. It's fun, slightly hectic and definitely interesting. Gameplaywise, it fits into a similar genre as overcooked but it's quite creative, and I like the twist of getting high on your own supply, although I honestly don't know if I would consider it a role reversal.

The gameplay is really fun. The movement is intuitive and the controls are simple enough to pick them up quickly, allowing you to immerse yourself in the gameplay going forward. I like that you get a short grace period when a new mechanic is introduced to try it out. I did have some issues, two to be exact. The first is that I couldn't use the potion combining station and the pickup positions weren't telegraphed very well. For example, picking up blue feathers from the side almost always required multiple repositions, and the range on the teleport table was so big that I couldn't interact with the stations on either side while something was on it. The second was that I kept getting caught on invisible geometry, which would not only add delay in the movement but also reset momentum. That bug was quite frustrating, though I must compliment the gameplay for being able to draw me in despite that. The mechanic of drinking potions yourself is fairly straightforward, but it's a fun balancing act that works really well with the hectic gameplay.

The visual design is very vivid and satisfying. The items are very recognizable, the patrons have some variety that's just enough to tickle your peripheral vision and I like the clear telegraphing of the colors. I will say that the tutorial screen is pure visual overstimulation for me, mainly since it combines different pixel art styles, palettes and pixel sizes on a pixelart gradient background. However, the assets are quite pretty and, ingame, fit together surprisingly well. The only exceptions would be the potions, which were a bit of a letdown to me, due to their somewhat dull color. I think maybe making the outline similar to the empty bottle's would help them blend into the art style a little better. That said, it's remarkable that all of these assets succeed and forming a cohesive artstyle despite their inherent differences, and a pretty one no less.

All in all, a fun and creative game. I look forward to playing it more once the invisible walls are gone.