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(1 edit) (+3)

My first softlock was on level 2 lol, honestly kinda impressive.

The puzzles were solid, and the art style was very good, but the platforming mechanics really held this game back. Controls were kinda finnicky, and there were times where I wouldn't jump (idk if it's because I jumped too late and the game lacks coyote time, or if the game just ate my input).

One of the difficulties with making a puzzle platformer is deciding how much challenge to put into the movement aspect - where, once a player knows how to solve a puzzle, how much time should it take them to implement that solution?

There's obviously no concrete answer to that question, it's different for every puzzle platformer. But maybe there didn't need to be quite so many gaps in the platforms that you need to jump over every time you move about the stage. Ditto with the spikes that make you restart the levels.