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(+1)

you can see my live reaction to the game here


things I liked:

- the base mechanic with swapping between two different visions was nice

- everything is easily readable with the palette (goal is clearly marked as well as the thing that will kill you)

Things if you continue:

- giving a bit more leeway to the player. Certain deaths could feel a bit unfair so fudging the results a bit so if the player barely hits a corner they can still live instead of that being a very large hazard due to the collider sticking out would feel a bit better to play

- adding some more impact to the death instead of a sudden death. Many different ways you can do this. One game you can look at for inspiration is celeste where they just did a small animation of turning into a bunch of balls. Makes it feel more like the player did a mistake and can show the player where they made said mistake (just don't make the death animation too long, that would do the same thing but on the opposite end)