After playing the tutorial, I was expecting to play some sort of puzzle game. But given the randomness of some elements, it seems to be against the puzzle philosophy. To be fair, the game isn't classified as puzzle game. Anyway, I just wanted to say I didn't know how I should approach this one. ^^
What I like with this game:
-The simple but effective concept
-The well done tutorial who explains the game mechanics quite well
What I would like to be improved:
-I think the game would benefit a lot from having a campaign full of handcrafted, progressively more difficult levels. Just playing with randomly generated levels can only go so far.
-There are no fairies in this game. :-(
Random thoughts (neither negative or positive):
-It is very easy to abuse the randomness of the shop and certain places to get the outcomes you want after a couple of tries, allowing an easy brute force of the solution.
-Curses and curse-related items seem to not be very often relevant, I never got a level that made a clever use of them.
-Energy seems to often be the limiting factor, time way less often.
-The game seemed quite easy to me.
-It seems like you can select the case you are currently on and spend a day not moving? Is it intended?
-The see shop button is quite easy to miss, it could be more highlighted.
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Thanks for playing and the detailed feedback!
The tutorial was designed to make the player understand the core concepts, so the levels are handcrafted in a puzzle-like manner. I guess this is misleading. The actual game is a strategy game. Should see how to not set incorrect expectations for the player.
Happy to know you liked the concept and tutorial.
Handcrafted levels would make this more of a puzzle game. I guess that's the kind of campaign you're suggesting. I could maybe have that as a game mode.
I'll see how to include fairies in the game :)
I'll work on balancing the shop and other elements like curses.
Will also work on balancing energy vs time.
In terms of the game being easy, are you talking about a particular grid density (low, medium, high), or all of them?
Yes, staying on the current cell by clicking on it is intentional.
Sure, will highlight the shop button more.
Your feedback is very valuable, and I hope to improve the game along these lines in the next iteration :)
The complexity increases the time needed to analyse the grid by a lot and makes bad locations harder to ignore, for sure.
What I mean by "the game seemed easy to me" is that I always had the impression the game has a big margin for error even in high complexity, with multiple paths probably leading to a solution. It isn't necessary a bad thing, especially if the game isn't supposed to go the puzzle direction.