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heyitsmee

2
Posts
A member registered Jun 02, 2020

Recent community posts

While I like what the game is trying to do in theory, the game unfortunately feels rather clunky and unpolished a lot of the time and gets especially glitchy after leaving the initial building to the more psychedelic parts. There were several times that I was thrown back to the checkpoint for no apparent reason during a jump, and the time reversal mechanic froze the game several times. This made reaching the end incredibly frustrating. 

The first part of the game inside the normal building feels very separate and empty from the rest of the game and the player spends quite a lengthy portion simply running around in an uninteresting environment. It would have been more effective to have a gradual change to the nightmarish part but perhaps this couldn't be done due to the limited developing time. As another note about the graphics, the tutorials being on a white board is a fun idea but in the context of the game and the aesthetic it seemed to try and achieve it doesn't fit in with the rest and feels rather random. The game also doesn't clearly convey the player health. I believe the HP bar was the hourglass? However, it failed to stand out which could be fixed with better contrast in colors.

While the gameplay has a good feel to it for the most part, in the later parts (after initially arriving to the lighted tree) while still doable due to the rather simple mechanics of the game, the game fails to teach the player the objective clearly. As for the puzzle where you place rocks to make flowers grow, it feels sort of separate from the rest of the game as it only appears once in the middle while placing objects to make a path and the mushroom puzzle repeat. 

You may also wish to consider letting the player skip the cutscenes of the orbs flying to the tree since for some players its frustrating to be forced out of gameplay even for what one might consider a short time.

While the game overall looks lovely, the lighting during the darker parts in the game makes it very difficult to see platforming at times. As another note, the UX elements feel slightly poorer in quality with inconsistencies and  sometimes questionable placements for example having the credits with white font while there is an stone with white runes, making part of the text extremely difficult to read. This is a shame as having a less thought out UX distracts from the beautifully created environment.

Despite these points, you have done a good job in the apparent short developing time and I think the game has a lot of promise if you ever plan to take  it further!