Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Flxw

30
Posts
A member registered Mar 20, 2020 · View creator page →

Creator of

Recent community posts

Thank you for you feedback! I'm glad that you (and also some other comments I read) liked the game, even though you are not a big fan of mazes. :)

An item to unlock the closed exits sounds very interesting, I actually have not thought about that (but I also have to admit that the closed-exits mechanic was kind of a spontaneous decision, because I found it too easy to just memorize one single path that works every time).

I though having these ambient sounds is a bit more "vibey" (is that even a word?) and it fits better than having the same music as in the main menu. 

About the idea with the riddle / puzzle, as I mentioned in the previous comment, it is a cool idea, but I basically lacked time (and knowledge too) to implement something like this. But it's definitely a considerable idea for a remake / extension of the game. :)

Thanks for your feedback! I don't know if I get you wrong, but the batteries do respawn. There are multiple spawn locations in the maze where one of the three items can spawn (in fact, the items spawn randomly at these locations, but they have some spawn chance. Batteries have the highest chance to spawn, though).

A riddle would be cool, I agree. I also though abot some items that indicate a path or something, but that would have taken way too much time, because that would need an implementation of a pathfinding algorithm, which I am not familiar with yet. But if I ever plan to create a remake / extension of the game, this is a cool idea to consider! Thank you. :)

Hi. Thanks for your comprehensive feedback and concerns! The batteries actually take up 3 seconds per battery, but I agree with you, they seem to decay really fast. About the ways: Yes, only two ways are connected to the exits, one way is just leading nowhere (where you basically run in a circle). However, this is a bit boring, because I was not able to add a "lose condition" in the time, so basically if you run long enough in the maze, you will eventually find an exit. But yeah, two of the three ways in the center of the maze (your spawn location) lead to the three possible exits, one is basically a dead end.

Sorry for the late reply, but thank you very much! Yes, the horror style was actually not intended and just developed over the time while I was making the game. I guess it could have been a "full horror game" if it was my intention to do so. :)

Thanks for your feedback! Yes, I have though about that, but due to lack of time, I chose to not implement this feature for the game jam. Maybe I will add an updated version after the jam is officially over, but I am not sure yet. 

Thank you! I like it too. :)

I have no idea what I just played, but I somehow completed this game.

The idea is, let's say, interesting. I am honest, I excepted less than what I got. Obviously, a game made in PowerPoint is, well, interesting, but it was somehow fun to play through. 

I like the idea behind this project, but I think you could do more content and maybe also better graphics if you had taken more time to develop this project. The theme is clearly visible, I like that. I also like the concept, but as I said, you might could have made the game more interesting if you had taken more time for developing this project. :) 

Cool ambience and art style of your game! I like that you cannot simply drop the balls / cubes directly over the point where they are supposed to be, but you have to figure out, how much away they need to be dropped. That gives the game a cool flavor and makes it a bit harder.

Thank you for your feedback! I am glad you liked it and you made it to the exit. 🥳

Thank you! Yes, as I mentioned in another comment, I accidently broke the "skip-behavior" a few hours before release.

Thanks for your feedback! Yes, the walls were subject to be changed, as they are still in the state from by prototyping, but due to lack of time, I was not able to change the texture.

Cool game idea, and cool implementation of the theme! I like the art style and the gameplay (even if it is frustrating when you fall from a high distance). Nice job!

Thank you for your feedback! Yes, adding enemies or something else to the maze would be cool, as it would also add up to the concerns of Cody in the dialog ("I don't know what's out there", "I am too scared to leave alone."). But the initial idea was actually not to make the game as mystic and horror-ish as it is now, that was more of a spontaneous decision. Therefore, I did not have enough time left to make it a "real" horror game or add some enemies or jump scares.

Oh, okay. I play two rounds and in both rounds at least the screwdriver and the papers were in the same place.

Nice work! Is it intended that the "ball" that create a chalk-rope are not destroyed after death? Cause this allows you to spawn with a rope that is going across the map, with which you can potentially make some cool plays. 

Cool idea and implementation. I think it might be cooler if the items were randomized (in terms of spawn location and the code and wires that are to cut), and if the art style would match a bit better. It's a bit weird that the game itself is in this 3D low poly style, while the artwork is in a pixel art style (with some UI elements being more pixalized than others). But cool idea and fun to play game!

Very cool art style and implementation of the concept. I find the control scheme a bit confusing, because it feels inverted to me, but that might just be a personal preference. Good job!

Very interesting and unique idea, I like it! 

Cool game! I like the simple artwork and the gameplay. It's cool that there are multiple different levels (and also some that look similar to each other, but trick you with this assumption). 

Thanks!

Thank you, I appreciate your feedback! 

Thanks! I agree, my initial idea was a timer that teleports you back to the center of the maze (the spawn area) after three seconds and clock items that increase the timer by three seconds per item. But this was way to hard and also killed the fun of the game, so I switched to the batteries. But I understand that the theme is barely noticable.

Thank you for your feedback! Yes, I agree. I actually changed the dialog system a few hours before deadline, so that it is animated. With this rework, the option to skip through all of the texts was accidently removed and I did not notice this on time. 

Thanks!

Thank you!

Thanks for your feedback! Yeah, I think it got a bit hard in the end. When I started developing the game, it was way too easy, because you could basically see all walls that are in your view field. I tried to counter this by making the lit area around the player relatively small.

Really cool idea. I like that it gets harder with each level and that most levels introduce new elements. Also nice implementation of the theme and the optional geometric shapes task!

I really enjoyed playing this game. Awesome work! The AI could be a bit more "decent" (they scream at you without actually seeing you), but that's just a minor thing. 10/10.