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(+2)

The idea is really unique, I like the concept of having an alt world with a different blocks arrangement! Visually crisp, the UI is really polished. Well done!

Personally, I'd really like to see the idea get expanded into a puzzle game, or level designs with more focus on puzzles. I think it'll make for really interesting and mindbending gameplay. 

I did also had 1 playthrough where I got stuck in the wall. I believe I opened a portal, and it closed while I was still inside the portal. The location I was standing on had a wall when no portal is around. I can't replicate it consistently afterwards though.

Great job overall! Would love to see more.

(+1)

Puzzles were the original goal but turns out when alternate routes have to be distinguished by elements that give a few seconds diff on already few-second-long level without it being too obvious which one is better… takes more than the two/three hours we had left to make all the post-tutorial levels from scratch on the last day. Bless March for managing these, and making them playable first try with zero playtesting lol

(+1)

Thanks for playing! I would definitely love to do more puzzle-y levels as well. In the magical world where I'm not designing levels at midnight (sorry about Elevator Hell, by the way!) I would have wanted to make more assets that tie in to the actual set design to provide context clues for where there might be hidden paths in the other timeline, such as tables or stacks of merch boxes. It's something I haven't ruled out in the future for another project!

The wall related softlocks are definitely something we just didn't have time to exhaustively test, and it isn't helped by the lack of replicability of half the bugs we've encountered (a couple of people have mentioned broken elevators). Our grand solution of "Level Reset Button" is probably as good as we were getting without an extra week. It was a lot of fun to make and I'm glad people are enjoying the game!