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:
- Get to the first portal room (the one with the goal box inside a drawer)
- Stand before the portal
- Manoeuvre the camera to get the "Press E" prompt and click "E"
- 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.
- You should start sinking. After some more sinking, you'll finish the bug reproduction and fall here: