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Hey, think I found a pretty significant bug - in the below level, it's possible for the player to just walk off the right side of the screen. Probably because the door is in a different place than usual. 

Unlike many reviewers I was often able to win on my first try, since there were little cues like platforms in unusal places that made me do the right thing - the only level I really struggled with, funnily enough, was this one (which was the last one I played up to). This is a concept I'm very fond of, letting the player work together with themself, but I do think your level design could have been better in some cases, particularly this last one. imo you want to make the intuitive thing in that first playthrough the right thing, since playing through the levels without the traps is really a palette cleanser. You hit the mark on this some of the time, and missed in other cases, and I think it would have been best to make your first level like this in particular - doing otherwise set the wrong expectation for the game. 

That being said, all of that is pretty nitpicky. I like this game! You have cute art and a well-presented premise. I particularly liked the level where one falling pillar turned into two, with covered spike traps, which let me adapt to choosing a different path through the room than the assumed default.