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(1 edit)

The isometric visuals stand out, but the puzzle components could use a little work. It feels like there were too many ways to tell monke to do the same thing - very often, the turn signs were useless since you could accomplish the same thing with the directional arrows which were significantly easier to use, since you didnt have to know which way he was going. I restricted myself to turn only, and found it more engaging. Also, there was no way to know and figure out how cars would behave, so a lot of the puzzles became guess and check rather than think and figure it out - a good example is the truck in level 2 - i rear-ended it like twice because i had no idea it would stop moving. Also, on my screen the UI was miniscule, nearly impossible to make anything out. Other than those minor issues, the game is amazing, and is a very cool concept that i havent seen anywhere else in this jam, great job!

(+2)

Thanks for the feedback, I really appreciate it!
It's a good point that the turn signs and arrows are most interchangeable. I added the turn signs later in the development when I wanted to design levels where the player could cross the same place again but with a different result. That did mean they weren't really needed at all in the earlier levels though. It's interesting to hear that you found it more engaging with just those though, I might consider removing the arrows in that case!
The trial and error style wasn't quite what I was aiming for, so it would be good to address that too. I was thinking of having a button to demo the vehicle movement for a level, to see how it would play out without the risk of crashing into anything. I didn't manage to get round to that unfortunately, but it's something I could add if I update the game after the jam!
Thanks for letting me know about the UI scale issue too, I only ran it with a 1920x1080 viewport so didn't find that myself. I must have not set the scaling settings properly, so will look into that!