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Marcousse

10
Posts
A member registered 84 days ago

Creator of

Recent community posts

Thank you :D As for the vertical doors yeah they weren't communicated well. Every time I watched someone play the game I had to tell them where the vertical doors were. Plus we didn't have time to communicate the fact that the pressure plates each activated their own sliding walls, and that there were two types of pressure plate. If we decide to continue working on this project we'll hammer out these things.

I love the visuals and the aesthetic. The little visual effect that plays when you step closer to a door is really cool. Also the little animation that plays when the lock is counting is a nice touch. If it were ever made into a longer game it would benefit from some variety though. Maybe some other moon/star themed locks that get more and more complex as you go? I could imagine a series of progressively harder esoteric lock mechanisms.

The jumping feels a bit strange, almost as is everything was in slow motion. Otherwise the game has a fun aesthetic with the paper background and jiggly physics.

I think you should change the main image you have for your game to some actual gameplay because the art style is very nice. To someone scrolling through the submissions they might not even notice the game because all they will see is some white text which doesn't look that interesting. The cardboard cutout type aesthetic is very fun, with the goofy explosion effects. I wish there was a way to skip the long intro sequences and just get back into the game though. The long waiting between trials is a bit frustrating.

Yeah the side doors were a problem for most people who played the game. It will definitely be changed if we continue working on it at some point. Also having some visual indication of a door being "selected" might help. Btw I ran into your game today while testing out other games and I couldn't get it to run. I'd love to try it out but everything happened with multiple seconds of delay :c

Damn this is an extremely fun game. The door theme might have gotten a bit lost along the way but the gameplay and the whole aesthetic is amazing. It would be nice to have the ability to skip the final point tally screen a bit quicker tho.

It took my smooth brain a while to realize the runes encoded transformations. Once I did it was a lot of fun. I liked the colors and aesthetic too, and it really fit the theme of the jam. It wasn't just "a well known game genre but with some doors added for flavor". One thing that was a bit weird was how the rune hint pages worked. It seems like you could open the same one multiple times, and you had to close each one separately. You could also click through the page to accidentally activate things in the background. That part was a bit frustrating but I just wrote down the transformations on a sticky note so that pretty much solved it.

I appreciate that the assets were made from scratch and some of the designs are really fun, but the difficulty is a bit weird. For example I never managed to do the initial parkour part reliably. The delay on the pogo jump is so large and the dash seems to just straight up not work from time to time. Hollow Knight had similar movement (I assume the pogo jump and the directional attacks were inspired by that), but there the movement was instantaneous, so you could reliably parry off spikes and such. I think having to go through the initial room so many times soured my experience a bit. The eye themes boss had a really cool design, and the sounds effects are nice.

I like the aesthetic a lot. Love seeing some home made pixel art. There's not much to do at the moment but it could easily be expanded into a more complex game.

It's a fun idea, definitely on theme. The puzzle solutions can feel a bit arbitrary though. Or maybe the Inferno symbolism is lost on me idk, it's been a while since I read it :D