Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

SkipVenture

4
Posts
A member registered 25 days ago

Recent community posts

There's something about hooded figures without any physical traits visible that makes me giddy every time. I think the idea of manipulating timescale is a very unique take on the theme, and I like the aesthetic of two sorcerers exploring a ruined castle at twilight. I did encounter an issue where the ambiance music didn't loop, so the level I got stuck on felt very dry once it drew quiet.

I enjoyed the vibe when I first launched the game. It's very cozy and warm and the playdough avatar is very cute! What I struggled with was getting through to the second main jump of the game. The ledge grabbing seemed pretty inconsistent on the terrain in general, but I had an easy time latching on to the cardboard box you can manipulate the size of. Eventually, you're able to make said box grow to reach another box, but I couldn't figure out how to manipulate the second cardboard shape. It had a lot of the properties of the box (it could be pushed, I could mantle it like a ledge, it was made of cardboard) which led me to think it could be resized, but it would neither shrink nor grow. Meanwhile, I tried to manipulate the box from that higher ledge and accidentally made it tumble off of the dresser. I liked that moment, as it made me think "Oh, I can move this box elsewhere! Maybe I can shrink it and pick it up to then climb up the stool!", but once I had made the jump down to retrieve it, it became too difficult to manipulate and I lost interest. 

I like the stickerbook aesthetic, but I kept encountering an issue where the game kept telling my my choice in bananas was boring. I'm not sure why, but even when I tried picking other sizes, it would keep scaling me up to the largest size, meaning I'd shrink and then immediately swell up. I like wizards, though. 

This was such a blast! I like the paradigm of not being the big guy with the gun, but instead the cloak and dagger that minimizes infrastructural damage in a crisis. Why be like a Marvel hero, force-feeding bad guys concrete and glass, when you can instead be a rocket-powered search-and-destroy speed demon?
The only thing this was missing was some method of building up speed. The only way I could get my clear was by adapting a sweep and clear approach in a circle around the playspace, when I really wanted to have the ability to go from POI to POI. Getting up into the air was always a thrill, but having a few options on how to land (slide ability, glide, sharper descent) would bring it all together. Definitely my favorite title so far!