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This game feels like Portal and Mirror's Edge, which is really cool! The game was a really interesting puzzle experience, and I'm happy that a lot of puzzle ideas were explored, it really looks like you are committed to continuing the game, which is cool! One of the ideas I really liked was the box puzzles, because of how it flowed. Instead of some 'pick up box put it down' puzzle, there was more puzzle in-between the box 'puzzle', which is always appreciated. 

I do have a couple issues though. The first one is that the movement can be a bit funky, as when you jump, you really have to commit to it. Another one is that the game can be quite punishing when you mess up. I died close to the end of the last level, which stunk, as it took a while to get back to the point I was at. As well as that, The launching portal in the last level is janky, killing you if you go too high up. Lastly on the last level, the janky jump boost portal can cause you to not be able to continue on in the level without restarting. Last up is an issue with the player and interactions, where you can easily see clipping on the boxes and also the arms of the character.

Now, back to the positives! I enjoyed the unique effects with the portals. It was really cool, definitely liked that! The easter eggs were also fun, I noticed the one in the last level :)

Overall, this game is a fun puzzle experience, with cool, unique mechanics, and cool visuals, but has some difficulties with movement and certain functions. Nice work, I hope that this feedback helps with your future ideas :)

Heya! Thanks for playing! ^^ The movement funkiness is definitely something that is holding the game back a little. Unreal 5 being Unreal, the default character controller refuses to allow me to dynamically change the gravity vector. So had to blueprint my own movement, which unfortunately I had to rely on purely physics.... which is really jank, ngl. X_X Once I learn a bit of Unreal C++ (it's on my bucketlist) I'll def be rewriting the movement code ^^

The restart a level on death is also a feedback I got a lot, which I wanted some kind of checkpoint system (especially for that last level's punishing length) but ran out of time to implement it. Def on the list of things to add for a future full release.

The anomaly launch jank really is just a little funny I figured could be fun to keep in. Def something I feel I'd like to refine to make launches more consistent, or make a dedicated anomaly for that.

By box clipping issues I assume through the player? This issue is another thing that was troublesome to fix due to the physics based movement limitation, and rendering quirks with Unreal. Once I rewrite the movement, I'll take a look at improving those visuals. Arm clipping really is only due to how I made the character controller, tried my best to limit that kind of clipping, and was out of time to properly implement a better first person controller.

Nontheless, I'm really happy you had fun with my entry! ^^ I'm still very proud of it even if it didn't make it top 10 or community choice, and hopefully I can push the idea further!