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Thanks! I agree that starting zoomed out and probably highlighting the goal and the player in some way would be the best approach to give the player an overall idea of the level structure. I'm considering implementing something like that in the future.

We also considered allowing the player to change the character's mass, but there wasn't time to implement any puzzles that would require different mass, like a weight dependent switch or a wind blower. We also considered having negative numbers, so you would have to account for your movement being inverted,  etc. We're planning to add all this in future updates!