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The controls of QE/JK worked fine, but weren't the most intuitive for my brain to translate to take/give scale, and up/down.

Yea, that was the only (non-scraped) level that really required any technical skill, and it suffered non-trivially from underbacked physics, so points off to me for that as well. As a day or two have passed, its easily the worst of the main levels. It's been suggested elsewhere to map scaling up/down to the scroll wheel and just attach the axis lock to Q/E, and I do like the idea. 

Great examples of this (and great puzzle games) include Baba is You, Bonfire Peaks, Pipe Push Paradise, and A Monster's Expedition (I recommend all these games, especially Baba is You).  I find this feature empowers puzzle designers to create much harder puzzles without alienating a more casual audience. I for one love super hard puzzles, but I like to be able to bounce around between different ones while I process the challenging ones.

I love Baba is You! and I agree, another game that does this really well is The Witness, which was a major inspiration for the passive tutorials. The others are on my to-play list now!

Thank you so very much for taking the time to give this feedback!

Love the scroll wheel idea, and The Witness. Forgot to mention earlier, but the passive tutorials worked great in your game. And no problem! Happy to provide the feedback, and I hope future development on your game goes well!