It’s like being thrown into a meat grinder, knowing the blades will start spinning in two minutes—figure it out or die. You either cling to every tiny ledge or face failure.
I feel the developers were inspired by the “dark side” of Aperture Science and perhaps some intense rock climbing sessions. The result is amazing. As an indie dev working on a project focused on a single movement mechanic (mine involves descending stairs), I found White Knuckle especially impactful. I even use a similar shader! The sound design, too, deserves massive praise—it’s incredibly well done.
What frustrates me is the lack of audience attention. Guys, invest in marketing! Your work is brilliant, and people need to see it.
If I had to nitpick, I’d say there might be too many items, but as I wrote this, I realized I just didn’t use them wisely. So, I can’t even fault the balance.
Can’t wait for the full release. Wishing you all the success!