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(+1)

I like the concept, but to me it was very easy to get into a situation in which there was no way to escape. It would really help if Rob would roam around a bit if there is no direct path, or if he wouldn't know about closed doors out of his field of vision.

Thanks for your comment! I don't think there are actually any gameplay softlocks (short of bugs in my code, which are surely plentiful), but it definitely isn't obvious how to lock Rob in random rooms while you complete tasks. I probably should have included some easier levels to ease players into the tricks needed to beat the levels though. Thank you for playing!