
Axis
A downloadable game for Windows
A short first-person exploration prototype - no explanations, figure it out as you go.
You wake up in a facility. Beyond that, you're on your own.
This is an early prototype for a game about a suit that seems like it makes traversal easier — and a world that has its own opinion about that. Movement, gravity, and a "reveal" mechanic that shows where things have been are the whole toolkit. No tutorial text, no objective markers — the environment is meant to teach you as you go.
Three small builds are included:
Explore - a short narrative slice (~5-10 min). Go in blind, see how far you get, see what you notice.
Disorientation - 2 rooms designed to test whether the reveal mechanic assists with disorientation.
Art - a small area for testing the reveal mechanic on its own.
I'm specifically looking for feedback on Explore: did you know where to go, did anything feel confusing versus intentionally mysterious, and how did any surprises along the way land for you. Honest reactions welcome, including "I got stuck" or "this felt broken" — that's exactly what I need to hear at this stage.
Controls (WASD + mouse, first-person) are shown in-game.


Comments
Log in with itch.io to leave a comment.
Hey, I play tested your game. I played through both levels, and the Art showcase. All in all, I played for about 15 minutes. It took about 2-3 mins each to complete each actual level, and then in the Art Showcase I revealed the floor (Im assuming there is no “completing” this level). If you have any questions let me know, though I suspect you wont have too many given its generally quite short.
Playtest Feedback - Axis
Store page
UI
Controls
Presentation
Movement
Path Reveal
Misc
Overall
The wall-walking and path-reveal systems both appear technically well implemented, particularly the transition into different traversal orientations. I would be interested to see how those mechanics are incorporated into the actual puzzle design and core gameplay loop. The levels were very short, so they weren’t challenging, but if you introduced a few additional mechanics, like buttons, pressure pads etc, you could definitely have a pretty cool puzzle game here (if that’s what youre going for).
If you built on this, I could definitely see it turning into something quite fun.
Thank you, this is fantastic feedback!
I really appreciate you taking the time to play and give such clear comments!
The slowness when walking around a curve - actually a side effect of the player rotating - their feet move at the same speed but have to travel further than their head on concave curves.
Thanks for the feedback about the rest as well!
The path/reveal mechanic is for later in the game, and has 2 intended purposes, not particularly present in this playtest.
1. Reveals clues/doors/lore etc
2. Help people to get their bearings (I find it helps me, but I don't know if others would find the same)
Noted QOL improvements:
- vsync
- look sensitivity (reduce horizontal damping)
- blurry text
- rename .exe (not "my project")
- FOV/vignette when reorienting?
- note: visual style not interesting