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This is a pretty feature-complete top down game, with combat, puzzles and lore, so there's something for everyone in there! I like that lore is generally optional to engage with and you can go through the world at your own pace, and honestly even the combat is optional if you choose to just try to navigate through areas as fast as you can. This can be a good or bad choice depending on how you want your game to feel. The fact that mirrors can bounce off what looks like their back side took me a couple seconds to understand, which may be due to the sprite appearance, but it is overall easy to grasp. My biggest gripe was with the level with all the doors, as that personally felt a little tedious to get through when you don't know the path beforehand, it just becomes a lot of waiting and trial/error, especially since the animation cooldown is quite long, and it doesn't require skill or thought by the player so much as luck and experimentation. Still, I liked the laser puzzles, so it could be just personal preference of what people enjoy as puzzles. 

Thanks for the feedback! We will be adding in forced combat encounters for mini-bosses and bosses, so the player can run past enemies to quickly solve puzzles but will eventually have to fight. The teleportation maze might be made optional to save the player time, but give them a power-up and access to lore terminals if they choose to explore it. Also maybe it will be better to add in something clear for the player to do in each of these rooms so their time doesn't feel wasted when they get into the wrong one. We will also make it more obvious to the player when they are able to teleport again and add in a robot to tell them that they need to rest between teleports. All of these problems will take a few more cycles of design and playtesting to figure out exactly how we want it.