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It was a cool concept, but I felt that the player experience was lacking. I collected the last items on the last level, but nothing seemed to happen. The walls are really tall compared to the player character, making it hard to see the beams of light in the sky, although they are viewable from the reflections in levels 2 and 3. It is also really hard to differentiate breakable and unbreakable walls, especially on level 3, where I didn't see any ruins textures. The lighting is also iffy, because smacking face-first into walls when trying to break them also causes your vision to go dark, making it hard to tell where you are. I wish there was an option to turn off the snarky commentary because it was demotivating. I thought the enemy models were very nice, though. It was kind of weird that they moved like roombas (especially the jellyfish) but I liked the use of lighting on them.

Thanks a lot for the long comment! I ran out of time adjusting the camera on each wall, which made the reflections too high for the player. I will make further adjustments next week. We were inspired by the mirror maze in Rental and Zelda. Hence, the wall was purposefully made tall to restrain the view. I will extend the light beams for better indication.  The 3rd level was made 100% out of mirror for greater difficulty, and yeah, it needs more refinement based on suggestion feedback, Thanks again! The commentary was inspired by "Getting Over It "'s voiceover, which is demotivating but was part of the story design (the fish  wizard who does not believe that our protagonist can collect the Ocean Heart; it was part of the character design.) More story background in the next update. We ran out of time creating animation for the fish; we will get to it someday.