Very, very interesting game. I kinda dig this collection of puzzle levels, and they become indeed quite puzzling further down the line. Some music stuck to me, which I really liked.
The art is cute, it works for this game, and customization options are very welcome.
The mining minigame starts dropping frames by the end if played the win version, and lags if you play the web version.
I tend to like puzzle games, but for whatever reason this just didn't click with me. Perhaps I don't enjoy action puzzlers as much.
Art, music, and sound is good. It seems well balanced and helps communicate the puzzles, not detract. The puzzles themselves have some interesting mechanics, but it's quite easy only 15 levels deep. Where it gets iffy is the precision jumps at times, I found them unenjoyable. I also thought it strange how you added a lot of fluff death spikes that don't effect the puzzle.
The presentation is lovely and so is the idea, but I feel like none of the puzzles are actually puzzles: I either already knew what to do from the get go, or it was kind of trial and error figuring out which switch controlled which doors. It's also a bit tedious always needing to fetch a weapon to hit the buttons.
Nice art and music. The controls took a bit of getting used to, but once I got them down, the gameplay was enjoyable. Sometimes it was kind of hard to differentiate between the wooden platforms that can be jumped through, and the yellow walls that can't be jumped through. Maybe change the colors around or add some sort of effect to make it more obvious which one is which.
I like this. Hope to see more of it in the future.
Finished the game and also played some mine mode. Video:
It is a nice puzzle platformer. The mechanics were easy to understand and the graphics are appealing. For the puzzles, it felt strange that some of them had unwinnable states. Most puzzle platformers I have played have a design that lets the player continue the level without restarting if they mess up (with the exception when they die).
Towards the end of the game the focus was more on action and precision than puzzles. Those are difficult to mix, which kind of gameplay are you looking for in the endgame?
Talking about precision, it is difficult to jump between two blocks. You can watch in the video how I struggled with that on the first screen.
The mining minigame is fun. It is much better to break crates than hit rocks, so without crates (or when crates are hidden behind rocks) there is little one can do. Also my computer got fried while playing (on browser).
Thank you for playing and for the video, is very good to see how others play your game so you can better fix it. Very good feedback I'll take a look at each point you mentioned. I'm still figuring out what the endgame will be, but I want more puzzle then action, some levels will receive a rework. I'm fixing the lag at the mining too, will have some rework there.
Interesting contrast from the usual anon game. I would have the enter button skip the gem collection animation since players would be seeing it a lot, especially in 1 sitting.
Thanks for playing. Some spikes are just for quick restart the level if you get stuck and it'll be release for mobile too, so they can have a fast restart like pressing "R". A lot of levels will receive a better version soon.
The ice wand and ice levels are very early in development, I'll make so only one ice block is melted per attack.
Really cute game, worked without any issues from what I could tell. The puzzles were simple, but I assume your target audience is kids so that's adequate.
Thanks for playing. The simple/easy levels were supposed to be to teach the player some mechanics, but I think I made too simple. I'll rework some levels to increase a little the complexity in these that are too easy.
Neat puzzles. Though the level with the 3 pulleys seems possible to get into an unwinnable state, I'm not sure if you can unwind the pulleys, I could only hit them to lower them
Thanks for playing. Yes, they can get into an unwinnable state, so you have to restart the level but i'll improve this level so this become more clear.
Thanks for playing. I like them too, they have some good use at the puzzles. The first world I plan to use the moles and the axe but other worlds new mechanics will be used. Each world will have some main mechanics.
Comments
Very, very interesting game. I kinda dig this collection of puzzle levels, and they become indeed quite puzzling further down the line. Some music stuck to me, which I really liked.
The art is cute, it works for this game, and customization options are very welcome.
The mining minigame starts dropping frames by the end if played the win version, and lags if you play the web version.
I really like it!
nice music
cute art and characters
should not need mouse to navigate menus
checker background boring, but I assume placeholder
should be a little more obvious that i can't dodge poo poo shots and that they are a puzzle element, not a reflex skill test.
I tend to like puzzle games, but for whatever reason this just didn't click with me. Perhaps I don't enjoy action puzzlers as much.
Art, music, and sound is good. It seems well balanced and helps communicate the puzzles, not detract. The puzzles themselves have some interesting mechanics, but it's quite easy only 15 levels deep. Where it gets iffy is the precision jumps at times, I found them unenjoyable. I also thought it strange how you added a lot of fluff death spikes that don't effect the puzzle.
Looks like it's coming along well, keep at it.
The presentation is lovely and so is the idea, but I feel like none of the puzzles are actually puzzles: I either already knew what to do from the get go, or it was kind of trial and error figuring out which switch controlled which doors. It's also a bit tedious always needing to fetch a weapon to hit the buttons.
Thanks for playing. I'll improve the puzzle so they are more like actual puzzles, I'm working on it. Thanks for the feedback.
Super nice, I really like the art style!
Thanks for playing it! I like to work with small sprites.
Nice art and music. The controls took a bit of getting used to, but once I got them down, the gameplay was enjoyable. Sometimes it was kind of hard to differentiate between the wooden platforms that can be jumped through, and the yellow walls that can't be jumped through. Maybe change the colors around or add some sort of effect to make it more obvious which one is which.
I like this. Hope to see more of it in the future.
Thanks for playing. I'll test some new colors for the swith door/button.
Finished the game and also played some mine mode. Video:
It is a nice puzzle platformer. The mechanics were easy to understand and the graphics are appealing. For the puzzles, it felt strange that some of them had unwinnable states. Most puzzle platformers I have played have a design that lets the player continue the level without restarting if they mess up (with the exception when they die).Towards the end of the game the focus was more on action and precision than puzzles. Those are difficult to mix, which kind of gameplay are you looking for in the endgame?
Talking about precision, it is difficult to jump between two blocks. You can watch in the video how I struggled with that on the first screen.
The mining minigame is fun. It is much better to break crates than hit rocks, so without crates (or when crates are hidden behind rocks) there is little one can do. Also my computer got fried while playing (on browser).
Nice job!
Thank you for playing and for the video, is very good to see how others play your game so you can better fix it. Very good feedback I'll take a look at each point you mentioned. I'm still figuring out what the endgame will be, but I want more puzzle then action, some levels will receive a rework. I'm fixing the lag at the mining too, will have some rework there.
Starts off as a standard puzzle platformer but quickly becomes a puzzle action game like Solomon's Key, very fun! Music is very nice too.
Thanks for playing. I never heard of that Solomon's Key game, I'll take a look.
Interesting contrast from the usual anon game.
I would have the enter button skip the gem collection animation since players would be seeing it a lot, especially in 1 sitting.
Thanks for playing. I'll add that soon when I add the configurations page.
no complaints. looks good, fun to play.
why the enter button as the action button though? this isn't the first time i see a game do things like this today. is this the new trend?
Thanks for playing! I think is because I'm using the default Godot buttons, I have to remove some of them.
enjoyed it. found some levels had unnecessary spikes but i see how you want to mix precision and puzzle platforming.
Btw Is the ice wand intended to be able to hit 2 ice blocks at once? I think i hit exactly in the middle of them and it melted both.
Thanks for playing. Some spikes are just for quick restart the level if you get stuck and it'll be release for mobile too, so they can have a fast restart like pressing "R". A lot of levels will receive a better version soon.
The ice wand and ice levels are very early in development, I'll make so only one ice block is melted per attack.
Really cute game, worked without any issues from what I could tell. The puzzles were simple, but I assume your target audience is kids so that's adequate.
Thanks for playing. The simple/easy levels were supposed to be to teach the player some mechanics, but I think I made too simple. I'll rework some levels to increase a little the complexity in these that are too easy.
Not bad. I'd consider lowering the browser resolution maybe to fit the visuals a bit more... Maybe...
I think the mechanics here aren't SUPER interesting, but it's a start! Eager to see more interesting ones in the future
Thanks for playing. I'm test some lowering it. I'll improve the mechanics so it gets more interesting, it's a little too simple right now.
Neat puzzles. Though the level with the 3 pulleys seems possible to get into an unwinnable state, I'm not sure if you can unwind the pulleys, I could only hit them to lower them
Thanks for playing. Yes, they can get into an unwinnable state, so you have to restart the level but i'll improve this level so this become more clear.
Some interesting puzzles.
I like the mole creature mechanic because of how you can use him in level progress even if he's still an enemy.
Thanks for playing. I like them too, they have some good use at the puzzles. The first world I plan to use the moles and the axe but other worlds new mechanics will be used. Each world will have some main mechanics.
music was charming puzzles weren't too difficult but not sleepwalker tier
can't say much else, didn't play very far
maybe allow people to mine as long as they hold the button down in the mining minigame?
honestly, cute little game with a bright future
Thanks for playing. I'll try to improve the puzzle so them become more interesting. I'll test this mining tip you gave.