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SkyCharger

1,339
Posts
36
Topics
16
Followers
A member registered Jul 14, 2016

Recent community posts

The jumping (at 1% response rate) is utter garbage.

first platforming puzzle is a bit too glitchy to be playable (jumping from the last platform towards the cog tends to send the player into an inescapable piece of geometry, forcing a full restart)

Game only loads black void. (at least Alt-F4 works, but that doesn't help much)

would help if there were at least english subtitles

That solved it, thanks.

I took the blank paper before getting and reading the letter from the bird house, and now the map refuses to add Ljusnedal Summer (as the walkthrough says it should do).

one issue: letting go of the knife after it's in position but before the drop is triggered softlocks the game.

there's a piece of paper outside the cave that hints at the proper wheel setup.

On the other hand, this could be a "Only Windows Version Works" issue.

good atmosphere, but the controls (keyboard and mouse) were a bit twitchy.

nine out of ten times the game refuses to respond to the jump key/button, especially from a standstill.

input mishandling (primarily in the form of uncommanded double jumps into hazards while carrying items necessitating repeating the whole trek to reacquire said item) renders this game unplayable.

I've tried it just now and discovered that it's impossible to line up for jumping through a one block gap after entering the metroid filled corridors too early.

Agreed, wall jumping is for all intents and purposes non-functional.

too easy to get in a spot where you need to jump to get out, but the game refuses to jump at said spot, unplayable.

Minor issue: after the last puzzle is solved the game doesn't allow the final door to open or trigger an immediate return to the main menu.

does not remember settings

It needs safeguarding against eternal free fall, but decent nonetheless.

no means to open front door, unable to enter house.

both demos/seasons miss some critical death/reset barriers, making it easy to softlock the game by freefalling into the void below.

the first place where the dash is needed is badly designed, when one lands on the edge of the middle platform/island the player is pushed into the second spike-bed instead of being kept on the platform, causing frequent fake deaths.

A. One of the buttons seems to only make sound.

B. some of the islands (and other objects) lack collision.

Windows build, second room: door refuses to open (apparent switch is non-functional)

crashes with the report "Failed to load mono"

Bug: orange beam can push the player just below a surface, causing the jump button to stop working. (can be fixed by dashing, but it shouldn't happen in the first place)

key items keep glitching out, rendering the game unplayable.

collisions do not match up with object placements, unplayable.

(1 edit)

A. webgl version needs mouse lock.

B. mouse rotates at less than a snail pace.

level 2 softlocks at start

the glitchy controls make the game unplayable

clicking plays havoc with one's orientation

how do you pick up the gun?

interesting concept, execution leaves a lot to be desired though.

minor issue: after reaching the current win-state it's possible to floor clip through the gears and freefall into the void below.

webgl version crashed (download version works fine however):

Uncaught TypeError: Failed to set the 'value' property on 'AudioParam': The provided float value is non-finite.

    at _JS_Sound_SetListenerPosition (Wbgl mouse.framework.js.br:10:63275)

    at Wbgl mouse.wasm.br:0x10727ee

    at Wbgl mouse.wasm.br:0x10729c6

    at Wbgl mouse.wasm.br:0x10730f2

    at Wbgl mouse.wasm.br:0x1072e54

    at Wbgl mouse.wasm.br:0xe12585

    at Wbgl mouse.wasm.br:0xe125f9

    at Wbgl mouse.wasm.br:0x1894cb1

    at Wbgl mouse.wasm.br:0x18b0045

    at browserIterationFunc (Wbgl mouse.framework.js.br:10:205377)

    at callUserCallback (Wbgl mouse.framework.js.br:10:158946)

    at Object.runIter (Wbgl mouse.framework.js.br:10:160186)

    at Browser_mainLoop_runner (Wbgl mouse.framework.js.br:10:158482)

I've tried the game a few times, but the slider puzzle always starts in an unsolvable configuration.

Why are the (keyboard) controls upside down?

Soft lock: when sliding ends in the middle of a area meant to be slid through, the player becomes stuck in place. (suggest that this is changed to letting the sliding continue until reaching an open space)

softlock: It's possible to reach the second layer of the rabbit hole using dash+speed instead of just jump, which makes one of its parts inescapable. (suggest A. adding a small wall that blocks those trying to access it from the side instead of from below, B. add a respawn from checkpoint key/button)

It's very easy for the player character to get stuck in a platform, softlocking the game. Please add a respawn option.