The concept is interesting and the author knows what they're doing. The whole game revolves around one simple mechanic, which makes it very easy to grasp, in a series of levels that are not really ordered by difficulty, but rather by author experiments. Audio is well refined (one the few games of this jam actually featuring a soundtrack) and graphics are as well, so nothing to say - I'm not a fan of the round shaped eyes but in this case it's really not that important.
Gameplay-wise, however, the game felt kind of heavy at times, not as smooth as I'd like. The worst case was when the level involved a lot of walking and you failed right at the end (e.g. the halls with pillars and light switches), not really involving me to try again (I went on for a few levels more). This ruined the experience of something that could have been pretty fun if well dosed, as the annoyance surpassed the curiosity. I'd score it a 6.5 out of 10, which is closer to the neutral vote
Perhaps I should have made it clearer that walking into darkness is a bad idea. The eyes can't see you when it's too dark, that's why.
For a future update (if I do it), I thought of improving the HUD display to show "how well" the eyes can see you so you know better when you're close to be out of sight. Also a "light crystal" to show how dark the spot you're in.
Maybe a tutorial level which demonstrates the no-goes early could help. Wouldn't be too much of a spoiler if you encounter a red ball or dark corners in the first place. And, efforts of creating that is probably smaller than developing+testing new GUI features.
Finished the tower now. Nice one, really.
The concept is interesting and the author knows what they're doing. The whole game revolves around one simple mechanic, which makes it very easy to grasp, in a series of levels that are not really ordered by difficulty, but rather by author experiments. Audio is well refined (one the few games of this jam actually featuring a soundtrack) and graphics are as well, so nothing to say - I'm not a fan of the round shaped eyes but in this case it's really not that important.
Gameplay-wise, however, the game felt kind of heavy at times, not as smooth as I'd like. The worst case was when the level involved a lot of walking and you failed right at the end (e.g. the halls with pillars and light switches), not really involving me to try again (I went on for a few levels more). This ruined the experience of something that could have been pretty fun if well dosed, as the annoyance surpassed the curiosity. I'd score it a 6.5 out of 10, which is closer to the neutral vote
Perhaps I should have made it clearer that walking into darkness is a bad idea. The eyes can't see you when it's too dark, that's why.
For a future update (if I do it), I thought of improving the HUD display to show "how well" the eyes can see you so you know better when you're close to be out of sight. Also a "light crystal" to show how dark the spot you're in.
Maybe a tutorial level which demonstrates the no-goes early could help. Wouldn't be too much of a spoiler if you encounter a red ball or dark corners in the first place. And, efforts of creating that is probably smaller than developing+testing new GUI features. Finished the tower now. Nice one, really.