Very original! Amazing how you managed to teach an abstract mechanic without a single word. I would prefer if the map was completely visible from the start tough. It's already hard enough to plan which order to tackle the pink squares and the direction to approach without the claustrophobic fog of war. Great job, Keep it up!
Quite an interesting little game. After the 7th level the game booted me back to level selection screen, so I'll assume that was the end of the demo. I had quite a bit of trouble in the 6th level and stumbled into the solution more by accident than thinking; I managed to get out of the main level area through the far right wall before actually solving the level. Starting out a level feels a lot like trial and error when you can't see the goal, or even your next objective.
I'm not really a fan of this artstyle, but it serves this game well enough I think.
Also, I liked that there was more to the first level than met the eye - although I was left wondering if the purple square had any other function besides the cool music.
I kept seeing screenshots of your game, but never knew what the hell what i was looking at. I did end up really liking it, I like how I was slowly able to understand the core mechanics. My biggest issue is that it seems each puzzle requires you to know the solution beforehand. Some most levels dont have a goal visible until a good way though the solution. If you push a block the wrong way, you might not even know you fucked up until much later. I got frustrated and quit at level 6. I freed the little green guy and didnt know what to do afterward.
I like atmosphere-heavy games. This falls into that category:
-the first puzzle with the wall-clearing block does not require any thinking due to the screen being so small and having so few moving options, solved it just by moving towards open spaces -the second one was more interesting, but did test my patience with the block positioning, the difficulty ramp is possibly too steep here (didn't read the controls until after finishing it though) -I would allow movement in the minimap view -sound effects work great -kept pressing select for minimap - reinforces 5x5 being too small for level 3 -the blue square positioning became too much trial and error rather than logic based due to the uncertainty in what type of positioning is going to be useful leading to loads of rewinding -tried 3 configs of the blues, but there's too many configs to brute force, gave up
An enjoyable experience. Nice work on the shaders. I am not a clever man though, and got stuck on the 3rd map for about ~25 minutes and then gave up. Then when I closed the game by using escape, the game crashed (The level select squares disappeared like normal but instead of exiting, it just crashed). Rebooting it then pressing escape at the level select made it close like normal.
Comments
Very original! Amazing how you managed to teach an abstract mechanic without a single word. I would prefer if the map was completely visible from the start tough. It's already hard enough to plan which order to tackle the pink squares and the direction to approach without the claustrophobic fog of war. Great job, Keep it up!
Quite an interesting little game. After the 7th level the game booted me back to level selection screen, so I'll assume that was the end of the demo. I had quite a bit of trouble in the 6th level and stumbled into the solution more by accident than thinking; I managed to get out of the main level area through the far right wall before actually solving the level. Starting out a level feels a lot like trial and error when you can't see the goal, or even your next objective.
I'm not really a fan of this artstyle, but it serves this game well enough I think.
Also, I liked that there was more to the first level than met the eye - although I was left wondering if the purple square had any other function besides the cool music.
I kept seeing screenshots of your game, but never knew what the hell what i was looking at. I did end up really liking it, I like how I was slowly able to understand the core mechanics. My biggest issue is that it seems each puzzle requires you to know the solution beforehand. Some most levels dont have a goal visible until a good way though the solution. If you push a block the wrong way, you might not even know you fucked up until much later. I got frustrated and quit at level 6. I freed the little green guy and didnt know what to do afterward.
I like atmosphere-heavy games. This falls into that category:
-the first puzzle with the wall-clearing block does not require any thinking due to the screen being so small and having so few moving options, solved it just by moving towards open spaces
-the second one was more interesting, but did test my patience with the block positioning, the difficulty ramp is possibly too steep here (didn't read the controls until after finishing it though)
-I would allow movement in the minimap view
-sound effects work great
-kept pressing select for minimap - reinforces 5x5 being too small for level 3
-the blue square positioning became too much trial and error rather than logic based due to the uncertainty in what type of positioning is going to be useful leading to loads of rewinding
-tried 3 configs of the blues, but there's too many configs to brute force, gave up
Would sell/buy this for 1 £/$/€
An enjoyable experience. Nice work on the shaders. I am not a clever man though, and got stuck on the 3rd map for about ~25 minutes and then gave up. Then when I closed the game by using escape, the game crashed (The level select squares disappeared like normal but instead of exiting, it just crashed). Rebooting it then pressing escape at the level select made it close like normal.