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Not a bad idea to combine the theme with change of controls.
But primarly its sortoff undoing the fun you could have. Generaly these mindbending things are what frustrates people about games rather than the opposite. Making a game based on this is... bold I'd say.
Also. Given the cooldowns on potions you are encouraged to chug them as fast as possible.
People like me reach for WSAD first. And its 100% not optimal to use WSAD when you have to mash numbers almost as often. I'd suggest disabling WSAD and keep it on the Arrows cause its otherwise mostly unplayable.

Overall nicely put together, it runs alright despite the initial freezing.

Thank you for your review and playing the game.

There are some successful games based on frustration. For example, Getting Over It by B. Foddy. In our case, I feel that you can really practice it to master it without frustration. Then the changes in the game should even develop your brain (improve its plasticity) because you are doing things differently.
We have tried to set cooldown to make the game a bit harder and to avoid drinking position continuously. I also found cooldown frustrating at the beginning but later it made sense. Anyway, thanks for the comment, we will discuss it. Final-tuning of the difficulty it really "watchmaking work".

Definitely, we recommend using controllers. The Xbox controller buttons even match the potions' colours ;).  When the potion effect changes in different parallel worlds, then it is easier to be oriented to what are you pressing.  For WSAD combination it is also possible to use num lock numbers, or we should maybe map numbers to 7-0 instead of 1-4. The truth is also that many notebook keyboards don't have comfortable arrows to play.  Also thanks for this comment. 

Also sorry for the initial freezing - it was particles, we already solved it (not in Jam version).

I noticed you took controlers into consideration and I also think its way easier to reorient yourslef with an joystick rather then with keys (joystick is esentially your brain giving one direction to move while with keys its essentially 8 different combinations of movement options that are hardwired to us. Also people work with inverted controls on controlers which means its not unnatural to have it swapped. WIth keyboards its way weirder that forward doesn't go forward.). So I get the point.

I know that there are frustrating games that are popular and I am not saying its explicitly bad to have difficult mechanics like these. Nevertheless I wanted to point it out to make an honest review.

Thanks for the reply, conversations about gamedesign is what the Jams are for afterall.