Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Got to the end! I liked how the theme implementation was tied to the aesthetics and atmosphere and not just gameplay, and really liked the tone shift and "nasty surprise" towards the end. Made me think of Omori for some reason.

I really liked the game aesthetically. Gameplay-wise, I do have some pet peeves - the hitboxes of things felt really hard to get used to, there were many times where I died and thought "should I have really died there?" due to how large the hitboxes are and how precisely you need to navigate through certain parts of the levels. More annoying however were levels where you needed to hide inside flowers - somewhat often I tried to get into a flower bud but didn't, and instead kind of clipped out of it, which usually led to death. Sometimes I'd also get stuck between 2 flower buds at an angle, though that's probably just a bug. Maybe increase the flower's "grab" zone so that if a player is standing on the same tile as the flower, they can always get into the bud?

About level 7 - maybe the puzzle is too tough to be introduced so suddenly. It's not difficult - I figured there's some kind of intended solution with how the right side is shorter than the left, but with how there were 4 very fast enemies you had to manage, thinking about it before having a concrete grasp over the flower bud mechanic felt overwhelming so I simply bruteforced it. It's a neat puzzle imo, just I'd suggest to leave it for later, and first introduce a similar kind of level with only 2-3 enemies to manage so the player can properly figure out the flower bud mechanic. Maybe also use slower enemies so it's easier to figure out their movement

Hope the feedback will be of use. I'm curious to see how the game will improve and expand after the jam!