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(+2)

Very neat idea mixing 2D and 3D projections of the world for this!

Really liked the squash and stretch on the player character, movement and animation for them felt pretty fluid. I kind of liked that I could move the character in the two-dimensional plane by pushing them with the projected box, made the two worlds not feel too disjointed.

I think I would have preferred if the 3D view simply panned back and looked at the game world head-on or from an elevated angle. While the side-angled view is pretty cool, it did lead to a number of scenarios where the controls for the box went off-screen, and it could not be interacted with without moving the player character.

Definitely a neat idea, would love to see what else you could do with the base concept!

Hi Hal9007, thanks a lot for trying out our game. We really appreciate it.

I'm glad you liked the movement and animation of the player. Duke (the other dev) worked really hard on it to bring it to the current level of fluidity and polish that it has. The overall feel of the character is something we are definitely proud of.

The 3D view could use a lot more work no doubt. We had many ideas on how to implement it, with your method of a direct viewing angle being a strong contender too. Eventually we did decide to go with the side-angle view because, as you said it, it's pretty cool. A smaller movement area, well within the confines of the camera, or an obstacle-following mechanism might have resulted in a better experience. We decided to leave it in as a "punishing mechanic" but from the all the comments that we have received, it definitely should have been changed. Sorry about that. 

Thanks again for the feedback. It really is great to see people play our games and hear their thoughts. It's one of the main reasons why we love doing game development. If you would like to see more of our current and upcoming works, make sure to visit our LinkedIn page.