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My game is a puzzle platformer apparently similar to Swapper.

1. Does the level progression teach the mechanics well enough throughout to not be frustrating but also give the player those epiphany moments?

2. Are there enough twists for the game to continue to be engaging throughout this jam prototype?

3. If I were to continue with this game, what sort of art style/ theme would you think would suit this game?

(I’ll also try and start helping people with their stuff once I get back to my pc)

  1. Early level progression was great! Best epiphany moment was definitely the one where you have to jump across a bunch of switch-blocks, I thought it was going to be impossible until I realized I could stall the top clones momentum on the bit hanging off the roof. Really cool.

However, I got stuck here:

Couldn't get past the first challenge with the vertical line of cubes.

It felt like a big difficulty ramp, but maybe the answer is simple and I just haven't had enough sleep, haha.

2. Until I got stuck, I felt like there were enough. Not sure how much further the game goes beyond this level, so maybe someone who got further than me can answer?

3. That's a tricky one. I actually can't think of anything entirely cohesive off the top of my head, might have to sleep on it. The hive mind aspect suggests a lot of themes, but it's hard to think of one where killing / removing all of the remainders makes sense from a thematic perspective. Unless you could replace death with a gentler theming, while still keeping similar obstacles?