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(1 edit) ( 1)

Oh wow, this is a crazy amount of mechanics to fit together in one 7 day game jam. I love a lot of this; the atmosphere, the sense of exploration, the game juice, the mixed gravity, the Zelda jumping, but…I wish there was more focus on what to do at one time.

I think the combat and the lantern acting as a timer on your ability to explore was a bit overkill next to the puzzles and platforming, like it changed the tone a bit and made me feel like there was no time to figure things out. Maybe it’d be different if there were some levels leading up to let me explore just a handful of mechanics at a time.

But yeah, I’d really love to see this turned into something stripped down with more focus on what the player does at one time. The exploration element seems key, which makes me happy (as I’ve made a game with a similar goal/atmosphere in mind) but I think this could be the beginning of something reaaally cool :3

( 1)

Thanks a lot for your honest feedback, it's very much appreciated! (I also had a very brief look at your Winter Weather Game, it looks very good. Let's just say I feel honored by your comparison.)

You're right, I crammed way too many mechanics into that game and in the end I didn't explain any of them properly. Teaching mechanics to players is something I still struggle with. Also thanks for pointing out the dissonance between some of the mechanics and the overall atmosphere. This is something I would never have noticed by myself.

I greatly underestimated the effort that goes into making 3D levels. I think I'll treat this as a learning experience and stick to 2D games for now, but thank you for your suggestions!