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(+2)

Congrats to the team for finishing your game!

The whole game felt like genesis/snes era platform. The art, especially the opening cutscene sequence, set an incredible tone for the whole experience, too. 

I had a tough time figuring out why I should bother shrinking or growing until the very end as I navigated the upper left region of the map. And I didn't realize I could grow bigger than the starting size until I hit grow by mistake. I was expecting the grow/shrink to be a hold input, so when I held the button and stopped growing, I assume that was it. Would two sizes total have served the gameplay more effectively? I also wished it was more clear what the benefit was for growing and shrinking.  I played most of the game as the default size and it just felt tedious. It wasn't until the last block or two that I realized bigger size meant more damage. Maybe having blocks die in one hit, but only if you're the right size? Putting a couple gates like that at the start might help the player better learn their abilities, too.

Gameplay quibbles aside, I enjoyed my time with your game. Y'all created something awesome in such a short time. Keep making games! 

(+1)

Question though - can you explain "scinsuit" versus "skinsuit"? I assumed it was a typo on the itch page description, but you also have it in the game's opening sequence text. 

(+2)

Creative liberties. 🤭

(+2)

Ha! Fair! Thanks for clearing that up for me lol

(+1)

It sounds like "skinsuit," but the spelling is intentional. It might be a bit confusing, but our narrative designer studies etymology.

The word "Scale" is related to the old Irish word "sceinm" and the modern Irish "scan." He found it hilarious that, technically, the word "Scale" could be traced back to a version of language describing JUMPING, which ties into a platformer mechanic😛