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I really enjoyed the over look and feel of this word, surreal and different, just how I like it.

The gameplay idea is creative, however I found it more challenging than I like. It felt like the souls were getting eaten almost at random because it was just too hard for me to keep track of all three things. By the time I figured out where one type of cube was, the soul had fluttered off somewhere or the other type of cube had eaten it. Additionally I think I might have been experiencing a bug, all the positional audio seemed only to be coming out of the right side channel, making locating the soul by sound not possible.

The music tracks are interesting by themselves, however I didn't really get the sense that there was an adaptive element to it based on the game state or player action other than the crossfade between each dimensions bgm loop.

Other than that I think this is an interesting game that tries somethings I haven't seen before. nice work!

Hello and thank you for trying out my game, and for leaving such a detailed review.

I'm sorry if the soul location sound didn't work for you, and was only coming out on the right channel. I'll take a closer look on my program to fix that, even if it works for me. As for the music, on the other hand, it is not simple loops, but of different orchestrations where 25 different tracks which play simultaneously, changing their volume more or less quickly and intensely, in order to offer an immersion without no cuts. We are very far from the basic superposition of loops, or even effects and sound effects added depending on the event as we have too often under FMOD or Wwize: here, it is a composition based on harmonies and melodies which allow three states / atmospheres with subtle harmonic and melodic variations, via an audio engine that I created myself, and not a simple change of pre-made orchestrations.

For the game, it is true that it is not easy to juggle the 3 perceptions, but with insistence, we can discover the two ends (winning or losing), since I have succeeded several times then that I'm particularly bad at this type of game. I am delighted to see that you liked the aesthetics of this game: initially made in 3D, I took all my 3D renderings by hand to redraw them, scan them and reinject them into the game, in order to offer a graphic universe dreamlike original. That's what probably took me the longest.

Thanks again.

Ah ok, it's cool to hear that you also created a custom audio system. I'm going to check out the game again knowing what to listen for.