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(+2)

Super fun! but also I don't know if I can forgive you for not making an ending where we don't kill all the little robots :,( great job using sound design and lighting to make moments feel tense and urgent, even though there's seemingly no actual time limit. The controls feel amazing and I'm almost upset there's not more tight platforming using the mechanics. The only minor gripe I have with them is that with the dash ability it seems that your directional input is eaten sometimes whenever you hold down the directional key right after you activate the ability. As long as you wait a second before you try to move it works perfect, so that could just be a skill issue on my part, but maybe something to mess around with if you feel like changing it post jam. But then again, that didn't really affect my gameplay that much, I just had to figure out what was happening and get the timing down. 

P.S. Its embarrassing but I did cry when the EMP turned on when I saw the child robot, great voice work, I also spent like 30 minutes trying to find a way to not have to break through the floor at the end

(+1)

Alas! I am unforgiven!

Definitely agree with you on the directional input; it needs some buffer time. It's on the list for our polish build.

If we ever make a commercial version of this game, we'll definitely include more platforming challenges. I'm right there with you. For this release, I had to ease players into trickier platforming sequences to keep difficulty manageable. Because it's such a short experience (and because of my choice to focus on varied gameplay for pacing / player retention), I couldn't really start doing tighter platforming until the end when player skill is high enough to compensate.

Thank you for sharing your experience with some of the narrative bits. I put a ton of work and iteration into those to make them as impactful as I could with the time that I had. There's more I plan to do to make them even better, but that'll be for the polish build.

Thanks so much for playing!