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4.1/5 (55 votes)

A mind-bending puzzle platform game where you can pass through walls, causing the level to tilt on its side and reshuffle. Use the arrow keys to move and jump. If you get stuck, simply ram your face into a convenient wall and watch new opportunities appear.

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good games ! i like it

silent george August 25, 2015 10:57 AM

Fun little game. As it expands, I'd wish for the first three levels to get compressed into one tutorial level, and get the


and other challenges introduced earlier.

mittudomain August 25, 2015 1:56 PM

Agreed. A nice little game, a true casual one. The levels are nowhere near hard enough to have to seriously plan ahead - just hopping around the level will usually get you to the portal in a minute or two. So, it's a perfect game when you're tired enough not to want to think hard, just play a little.


What an innovative little game, as it is rather reminiscent of "Shift." At the very base of the game's structure you have a warp maze puzzle, but it was elevated to a quaint little platformer where you had to think ahead and find all the "right angles" to complete the maze. Now if the developer plans on continuing this project, they face a very fine line to walk down.

-Does this turn into an action game?
-Does this stay the course of a puzzle game?
-Or does it meet halfway in the middle?

I think the developer would do best to add more elements of mind bending puzzle into fold over more action. If they start to lean more towards the middle then they run the risk of the game's mechanic being muddled and mediocre. Don't get me wrong though, there are a great number of superb action puzzlers out there, but they require a certain refined precision of knowing how much to add and what not to.

The idea of making games is somewhat akin to preparing food.
- When working with story, you're cooking: add a variety or as many flavors as you want.
-But when working with Mechanics, you're baking: every small measurement you make will impact the final product.

Should the developer choose both paths, then both mechanics needs to be married to each other in such a fashion where they compliment one another and not feel tacked on.


Wow, your comment nails exactly all the concerns I currently have regarding the future of Through. I'm aware that most of the challenges in the GBJam version are rather arcade in nature and the puzzle component is quite linear and trial-and-error prone. But for the future version I'm leaning towards more puzzle-like challenges which obviously will be much harder design and present to the player in a comprehensible way.


What a delightfully retro platformer.
Fun casual game where you have to apply yourself a bit.


As someone who does not like platformers, but really likes puzzles, for me the cutoff is how much do timing and reflexes really matter? If I fall off the edge of something or misjudge a jump, but respawn right where I left, no big deal. Basically, is a lack of platformer skills going to make this level impossible or super tedious?

If there is just one bit where I need to make a tightly timed movement, okay. If I need to make a lot of fast precisely-timed movements in quick succession, it is too much of a platformer. If there is occasionally some hazard moving back and forth or on a clear repeated path, okay. If there is randomly-moving hazards flying at me unpredictably, it is too much of a platformer.

Puzzlers are generally very binary. Either a given action is allowable in the solution and it is relatively straightforward to execute (once you know what it is), or it is not allowable in the solution and it is impossible, deadly hazardous, or otherwise blocked.

Platformers are fuzzy. Some actions can be super hard to execute, but still allowable, and generally well-rewarded. Some hazards you can find a clever route to avoid, some you can't.


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