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Morxemplum

5
Posts
A member registered Apr 24, 2020

Recent community posts

This game is definitely a fever dream. Still less chaotic than a typical Roblox simulator though.

Silly funny project. Love it

Tried out the newer update. I think the thinner walls look much nicer and make the game much nicer. Still a couple of spacing issues on some of the patterns (such as the pattern I'd like to call the "lid on the box") where you barely have the time to maneuver through the pattern. But overall, much better than before.

I don't think the alternate swapping mechanics are like I wanted. It's still like the default swapping mechanics with just an added delay. You are making sure that it stops at the first normal wall, right? Just like how it activates when it is at the first red wall? I'm fine with the swapping turning off when the perspective changes, because I can get time to adjust. You're making progress, but the alternate swapping mechanics are inconsistent at the moment. (It seems to work best on the tunnel vision, and it still turns off a hair too early. The normal view it seems to have the most problems with)

And wow, the tunnel view with 8+ sides is very difficult, and I'm saying this as a fairly decent Open Hexagon player. Feels like I'm not getting a whole lot of room with each side, hahaha.

I enjoy the progress being made. With the progress you're making, you'll definitely have a very polished game.

Yeah. I refer to the red walls on Level 5. I call them "inverse" walls due to how they invert the controls. It's weird because I expect the controls to go back to normal when I come across my first normal wall, and not the last "inverse" wall. Again, I guess this is something I'll have to get used to.

The pattern spacing I notice is something throughout the whole game. It's not too big of a deal on the first level, but when speed picks up it starts to become a much bigger deal. I think the wall thickness is fine for spiral patterns. Just for barrages, I think the walls could half their thickness and it'd be perfect. Same spacing and it'll be good! :)

What happens for the music glitch is that whenever you leave the application out of focus for too long, the music doesn't loop and stops completely, and this prevents any additional music from playing until you leave the level.

So I heard of this game for the first time because someone in a discord server pointed this game out and it looked somewhat interesting.

To keep it short, I enjoy the new mechanics that the game has implemented. I just kind of dislike how the "inverse" walls were implemented initially because it ends as the inverse walls end, which I thought was weird, but I guess it takes some time getting used to.

One major improvement I think this game needs is to help space out the patterns. When playing the levels I felt the walls were way too thick and you barely get any space to navigate between patterns, which I can barely handle on the normal view. On the tunnel view it looks like a bullet hell nightmare and it's the spacing that makes it difficult for me to determine where to go. I wouldn't mind trading off the walls to be faster if it means we get better spacing between patterns, or if the walls were to be more thin I'd think that'd be nice.

There's some bugs in the game such as the music all of a sudden not playing anymore and the obvious lag when trying to go the menu, and I do think there is a lack of polish in the aesthetics. Overall a good game and I see potential in it. Keep it up!