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This is a beautifully simple concept that actually has quite a bit more depth than I was expecting - was quite impressed with the different ways that you've found to explore the scaling mechanic. And the general gameplay had a relaxing vibe to it that I quite enjoyed.

For improvements, I think that some sort of visual indicator over elements in the scene to indicate that they were scalable would be helpful - this wasn't too much of an issue until the first hole to the outside of the building, which took me some time to realize that I could interact with. The audio/visual feedback of the "Object Blocked" might cause a bit of confusion, as I sometimes felt like I had to get an object blocked to proceed.

Other than that, solid entry with an enticing concept - interested to see what else you could do with it!

Thanks for the feedback! That's definitely something we could do better with the UI. Maybe we could add something like a color highlight around an object when you look at it or even a bit of text to pop up saying if it's scalable/can't be scaled. We kind of wanted to hide the hole in the wall as a scalable at first but this is probably an area where being more generous is better.

I was worried when we first had the idea that the core mechanic would be too shallow but a lot of the puzzles ended up really designing themselves it felt like. So I'm glad the depth came across to you as well and not just us while designing. Always hard to tell if it just seemed interesting to us or if it would be entertaining for others too.