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I'm impressed by what you managed to create in a puzzle game with basically one way to interact with the game world. I'm curious how you figured out that clip that happens in the last level cause I was legit looking at it like "how the heck do I do this??? There was one puzzle with the first stage where the pushing block where the top block was extremely slow and the bottom was fast that meant if you messed up your timing you'd be stuck under the platform for ages and you're just holding Z for ages which was the most frustrating puzzle in the game.

If you want keep developing this, I feel like maybe mapping the rescale button to something else as well as Z, especially if you end up needing to sprint jump or move while rescaling for a puzzle because the keyboard controls might be a bit uncomfortable.

Tiny gripe with conveying information thought. I think having "LMB/Z" as "Action" on the game's description page should probably be changed to something else or have a signpost in game that explains the thing below about the action button rescaling the game world in the first level? I know it's a case of I shoulda kept reading the description page but once some people (like me) have scrolled through the controls and see anything that isn't controls when playing short games I'm probably gonna open the game.


Sorry if this sounds overall negative I genuinely loved this and the nitpicking is more because I want to see it become even better than it already is.

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For the first paragraph, yeah... I'm not a good puzzle designer at all... I just kinda threw out some platforms here and there, if they were fun, I keep them, else I delete... I guess now you can see why the level design is bad.

For the second paragraph, you're right... Z and LMB aren't really the most comfortable controls. I just figured having both arrows/z and wasd/lmb would make it more accessible but after the jam ended I realized it was a a bit bad.

And for the third paragraph, I just liked it to be a surprise what the action button does. I didn't want to show what the whole game is about BEFORE the player begins playing, so I did that. Apparently most people who play tested it didn't agree but I kept it there anyway.

But anyway, thank you for playing! It's nice to know that some people actually didn't get bored after the first/second level. Thank you for playing!

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I don't think you're a bad puzzle designer at all I think even that one that I had a gripe with was clever too just a little too slow. You've got a strong idea here if you don't have much background in puzzle design.

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Oh, and also, specifically talking about that part you found frustrating...
After I made level 4, I  -somehow managed to- brake the entire platform-scaling mechanic, so I had to redesign all the puzzles from memory, so here we are. Yeah... sorry about that.