Excellent music. I also appreciate the narration. Potato mic has its charm, but it doesn't deter from how well the narration works here. It already has been said below, but Portal/TSP vibes from how the narrator has his emotions laid out. The game kind of led me to believe there'd be a second ending for dying after he told you to go.
The puzzles are a bit.. rough. Early ones are good, your run-of-the-mill getting you started with the controls, but some of the later ones are less about an 'a-ha' moment and more about just memorising the steps. One of the levels I don't think I figured out the solution at all because of it.
Yeah when I played portal I completely fell head over heals for it, so I really wanted to add references to that, and I really want to play TSP because I played a similar game. And yeah I think the reason we didn't fix that was because we didn't playtest properly, we knew the levels off by heart and could do them really quickly!
I really enjoy this concept and the art is beautiful.
However my biggest criticism is the feel of the controls. Movement feels a bit too... rigid, and the collision hitboxes are very unforgiving. There were times where I died when my character didn't even touch any spikes.
I definitely sense some inspiration from Portal and maybe even... Stanley Parable if I had to guess? Love that
I appreciate the true criticism about movement stuff, I really should study on them more. And colliders were certainly a thing that overlooked which we got report about a bit! Thank you so much, glad you enjoyed it!
Woah glad you like the art (it means particle effects and fog works! And writing some words as well xD) But yeah movement was also a bit of a recurring thing which we tried to fix and sometimes it was super confusing as to why certain things happened in-game.
Mad portal vibes, decently made platformer. My main issue is that the camera does a bad job of allowing you to look ahead vertically so you have to make some leaps of faith not being able to see where you are going to land.
I made it till the end. Took 31 minutes.It's actually pretty decent. The game starts boring,but becomes more fun as platforming difficulty grows.
I'd say puzzle element failed: if you wanted it to be more about puzzle solving, than it should reset levels entirely every death and make crate movement more predictable (I don't know how it can be done).
Relistening to the same lines (every death and at level start in some levels) is annoying, especially that you die a lot.
I don't know how I was supposed to solve the "last little puzzle" level.I didn't end up using any of two portal pairs.Succeeded with some precise platforming.
On that level it became apparent that character slips, when landing on the edge (does she have other than rect collider?), as that caused many deaths.
Speaking of that, did you know you could land without dying on the edge of a single big spike block (if you manage not to slip into other spikes).
I also almost got stuck under boxes in some earlier level. Managed to get out though.
I'd personally like to see more precise platforming: variable jump height, smaller spikes, farer-away camera and more platform-intense levels. But I'd understand if you choose to go for a puzzle direction.
I'd keep the game open, so I don't forget to rate once submissions close.
Thank you for playing through all game! We've added checkpoints to almost every level because we didn't want voice lines play over and over again (except a certain level) Did you listen to all voice lines over again on PC version? I might be missed PC version doesn't have all checkpoints! (We were focused on get WebGL version working)
I indeed played the PC version. There were some checkpoints. But for example "it's actually time to kill you" (after the "last puzzle") level restarted from the beginning with relatively long voice lines.
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great game but the difficulty hike is insane
Excellent music. I also appreciate the narration. Potato mic has its charm, but it doesn't deter from how well the narration works here. It already has been said below, but Portal/TSP vibes from how the narrator has his emotions laid out. The game kind of led me to believe there'd be a second ending for dying after he told you to go.
The puzzles are a bit.. rough. Early ones are good, your run-of-the-mill getting you started with the controls, but some of the later ones are less about an 'a-ha' moment and more about just memorising the steps. One of the levels I don't think I figured out the solution at all because of it.
Yeah when I played portal I completely fell head over heals for it, so I really wanted to add references to that, and I really want to play TSP because I played a similar game. And yeah I think the reason we didn't fix that was because we didn't playtest properly, we knew the levels off by heart and could do them really quickly!
I really enjoy this concept and the art is beautiful.
However my biggest criticism is the feel of the controls. Movement feels a bit too... rigid, and the collision hitboxes are very unforgiving. There were times where I died when my character didn't even touch any spikes.
I definitely sense some inspiration from Portal and maybe even... Stanley Parable if I had to guess? Love that
I appreciate the true criticism about movement stuff, I really should study on them more. And colliders were certainly a thing that overlooked which we got report about a bit! Thank you so much, glad you enjoyed it!
Woah glad you like the art (it means particle effects and fog works! And writing some words as well xD) But yeah movement was also a bit of a recurring thing which we tried to fix and sometimes it was super confusing as to why certain things happened in-game.
wow this game is amazing
Thank you black lotus, glad you enjoyed our game!
The first level about dying is very difficult.
There were some parts that been made difficult on purpose, but I guess you also been annoyed by long voice line playing over and over again!
Mad portal vibes, decently made platformer. My main issue is that the camera does a bad job of allowing you to look ahead vertically so you have to make some leaps of faith not being able to see where you are going to land.
Nicely designed platformer, lovely ambiance!
Thanks! Hope to make more games like this (and better ones!)
really fun well done
Thank you! Glad you enjoyed it.
I made it till the end. Took 31 minutes.It's actually pretty decent. The game starts boring,but becomes more fun as platforming difficulty grows.
I'd say puzzle element failed: if you wanted it to be more about puzzle solving, than it should reset levels entirely every death and make crate movement more predictable (I don't know how it can be done).
Relistening to the same lines (every death and at level start in some levels) is annoying, especially that you die a lot.
I don't know how I was supposed to solve the "last little puzzle" level.I didn't end up using any of two portal pairs.Succeeded with some precise platforming.
On that level it became apparent that character slips, when landing on the edge (does she have other than rect collider?), as that caused many deaths.
Speaking of that, did you know you could land without dying on the edge of a single big spike block (if you manage not to slip into other spikes).
I also almost got stuck under boxes in some earlier level. Managed to get out though.
I'd personally like to see more precise platforming: variable jump height, smaller spikes, farer-away camera and more platform-intense levels. But I'd understand if you choose to go for a puzzle direction.
I'd keep the game open, so I don't forget to rate once submissions close.
Thank you for playing through all game! We've added checkpoints to almost every level because we didn't want voice lines play over and over again (except a certain level) Did you listen to all voice lines over again on PC version? I might be missed PC version doesn't have all checkpoints! (We were focused on get WebGL version working)
I indeed played the PC version. There were some checkpoints. But for example "it's actually time to kill you" (after the "last puzzle") level restarted from the beginning with relatively long voice lines.
Ah yeah I really should've find solution for that level