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There's a lot here that makes no sense:

  • Conveyor belts carry you one space, but there's nothing to indicate which direction.
  • On almost all of the levels (well, through #9, which is when I lost interest), you can succeed by unfolding and just walking across.  Like level 4 is called "carry lesson" and you can do it a move faster if you fold/carry, or you can just walk over to the blue square.  Same thing on level 5, where it says that "the obvious route fails" but, no, you can obviously just go LLULUU.
  • Level 6 tells you to "plan the landing", but (a) as noted in the first point you can't really plan anything and (b) there's nothing to plan, you just step onto the conveyor, which is your only move, and then walk to the blue square.
  • Level 7 tells you there is no path.  There is.
  • Level 8 tells you to "time the fold".  You just do it at the start and walk.

I feel like you're missing something fundamental here.

this looks really cool. one suggestion i have is to add an orientation indicator for the player, like an arrow showing their forward vector. i wasnt sure which arrow would take me in which direction. also, it has to be opened into fullscreen and i was a bit confused at first, but of course thats not really important.

FOLD/UNFOLD is a compact design experiment focused on clarity and decision-making. Feedback is welcome, but the game is intentionally small and complete.