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pixelmaschine

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A member registered Jul 08, 2020 · View creator page →

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Ouch that was harsh.

We would have loved to invest more time into the level design, but we are both full time working, and only had so much time to spare. But I agree on this one.

As for the final level, I am quite curious about what felt unclear? The whole idea of the game jam scope was to make each level prepare you for each mechanic in the final level, so I am genuinely curious where we failed.

The combat was in fact desinged from the beginning. The idea of the game is to aid the protagonist to overcome challenges, which they cannot overcome themselves. We were quite time constrained, so the first version basically made it into the prototype. I agree that there is room for iteration on the execution for sure.

As for your input on mechanics ideas, we appreciate that a lot. If there will come a time of picking up this prototype, we will definetly iterate more on the cloud-protagonist interactions during the early production phase.

Thanks for taking your time to play our game!

Thank you so much for playing, even though puzzle-platformers are not your deal!

To be honest, it was a constant discussion during development of how hard the game should be.

Personally, I like challenging puzzle games, but we can totally imagine a version that is more forgiving.

Sorry for wasting your time. It sounds like a hastle, so for this one we will just let people downloda it. Sorry again and thanks for looking into it!! 🙇

@IndieGameClinic

Ups, yeah that makes sense. 😅 We are from the Cumulo Morphis team.

The title says it all.