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The box-in-a-box concept of game progression with the player becoming ever smaller to explore further room is great. Pixel art, both 2D and 3D is blended with the minimalistic achromatic 3D environment in a tasteful way, with minimal conceptual problems (i.a. inconsistency in the use of black - both to indicate interactables required to progress and newly-created platforms). The artwork is great to look at, although I do not feel that panties were a necessary addition to the player sprite.

However, any failures in the game's main mechanic, 3D platforming, are more punishing than they should, in my opinion, because of the character slow movement speed. If you fall, it is a long way to the point where you have been. It also discourages exploration when in minimised state - it takes too long to e.g. circumnavigate a bed for it to feel worthwhile.

The change in the detail level/depth when entering a new room is noticeable, but not too jarring.

I have managed to get the 'stop dillydallying' message, which was a nice touch.

All in all, nice looking game with a good concept, although I did not feel engaged with its main mechanic, being more frustrated than content with. At the same time I do have a skill issue when it comes to platforming.

Bugs

Some flickering issues connected and camera out of bounds problems.

Additionally, I have managed to enter the Large Door Basement (name mine). To reproduce:

  1. Get to the first portal room (the one with the goal box inside a drawer)
  2. Stand before the portal
  3. Manoeuvre the camera to get the "Press E" prompt and click "E"
  4. The drawer will close. Now you have entered "Drawer Hell" (name mine). Your movement options become limited, with you being stuck inside the drawer. At last, with some more opening and closing of the drawer, only strafing left or right remained. Keep opening and closing the drawer, as well as wiggling about.
  5. You should start sinking. After some more sinking, you'll finish the bug reproduction and fall here:


Thanks a lot for the thorough review! I can't say much more besides that I completely agree with essentially everything you pointed! Including the panty shot haha.  I think we went a little ambitious especially since we didn't fully utilize the full 72 hours of the gamejam. 

The movement speed was also a little tricky. I do find it interesting to see everyone's opinion on the platforming difficulty vary. I think the first room was not too bad but the last room was particularly poorly executed with the ceiling being too low.  Initially I wanted to focus more on puzzle solving from the first person perspective rather than the third person tiny perspective, but we opted for something we could implement very quickly. 

I think ideally I would love for this to be a mainly puzzle game with an element of platforming sprinkled in.
The change in the detail level/depth unfortunately was simply a technical issue that we didn't have the time to resolve, it was my first time trying this effect and as someone who usually lets his fellow colleagues handle the rendering side of things I was admittedly not as well equipped to tackle it as I could've be.

I love that you found the 'stop dillydallying' message! I think in the end more easter eggs like that would've been a better usage of my limited time; of course hindsight is 20/20.|

Once more thank you so much for giving our gamejam game such a thorough playthrough!