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There was definitely a story of heart and key! Though I’m not sure what it was, I guess from context it’s a love of the different user interface elements? Was a little bit abstract and wouldn’t say the gameplay itself necessarily overly reinforced that, but still a cute idea and having the UI elements exhibit ranges of emotions over the course of the game was a nice touch. Fun variety of levels which broke the 4th wall in some good ways and a lot of mechanics introduced, nice!

The first level with the darkness and rotating light felt a bit cruel and unnecessary, as I spent ages just waiting for the light to come back around so I could make a single safe jump at a time out of fear of falling down. I later realized that on upping my screen brightness, I could at least jump the platforms on my own without waiting for the key and heart, so that made it easier. Everything after by comparison felt quite a bit easier while still introducing some challenges here and there.