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At first I thought I had to click on the actually platform or Sun/Moon, but later tried outside and it worked. Since the first level kinda prevented you from "spam clicking", that is why I got that initial though, so maybe not have the hold/prevention? People get the idea kinda fast.

Little slow pace but gets better. Not super fan of the timing thing but hey. First I had hope that they would go opposite direction when you where switching mode, so maybe that can be one game mechanic, then it would make more sens to switch more often. 

I did all 24 room and it just ended in a white screen, a heads up that it was all and a "thank you" would be good.

Not much to say, it's simple, very much "mobile".

What is your future idea? Just more levels and let it be on itch or put it on steam?

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Thanks a ton for the detailed feedback! I'm glad you figured out the clicking mechanics, and your suggestion about the hold/prevention is definitely something I'll think about—keeping things intuitive is key. 

I hear you on the pacing and the timing mechanic; it's always a balancing act, but I'll see what I can do to improve that experience. The idea of switching directions during mode changes is interesting—could add a nice layer of strategy. 

Sorry about the abrupt ending! A proper "thank you" screen is definitely something I should have included. I'll make sure to add that in a future update. 

As for future plans, I’m considering expanding the game with more levels and maybe even bringing it to Steam. But I'm curious to hear what you'd like to see!

Thanks again for playing and sharing your thoughts!

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What the next step would be. Hard to say, I started to think about the game "Monument Valley" that is also heavily on visuals and simple puzzles. I don't really remember the gameplay on said game when it comes to "next level select" and such, but believe that the character exit the door (level done) and then comes out from a new door to the next level without any extra menu or so.

Your version could be that you simple automatically gets to the next level once you hit the "portal" in the end, so it seem more seamless and avoid needing to click "next level" since that is usually what the player wants anyway.

The levels can also be bigger and having checkpoints and you progress downwards. 

Monument Valley also works with several different color schema so that could be an idea to progress with different background colors and such. 

I am not a fan of the "zone X" and "level X", feels very mobile, but all depends if that is what you want. I randomly thought about "Baba is You" but think the level select might not match this. Trying to think of something more fun.

Hey, thanks for the thoughtful suggestion! I can really see that you’ve put a lot of time into this feedback, and I greatly appreciate it. 🙂

I’m glad you mentioned Monument Valley—it’s definitely an inspiration for me with its focus on visuals and simple, intuitive mechanics. Don't think I managed to match the quality of this game, though. 😅

The idea of automatically transitioning to the next level after hitting the portal is something I hadn’t thought of, I think It can defenetelly keep the flow going and reduce unnecessary clicks. It would require some changes on my end, but I think it’s worth exploring for sure!

As for the bigger levels, I considered that early in development but decided against it because I felt it would increase the project’s scope. especially due to the technical knowledge I had back then. But if I ever do a sequel, it's definitely something I'd look into. 🙂

Regarding the color schemes, that’s actually something I’ve already planned! After completing levels, players can earn stars, and those stars will be used to unlock new day and night themes. On top of that, you’ll be able to unlock various skins for the sun and moon. I’m planning to release this as part of an update once the game launches.

I’ll definitely loock into your feedback on the "zone X" and "level X" format feeling too mobile-centric. As you rightfully guessed, this definitely comes from the fact that the game was originally designed and released for mobile. Back then, it first launched on iOS in December 2023 and faced several technical and design issues. I’m hoping to address many of these issues in time for this re-release.🤞

Thanks again for your input—it’s super helpful as I plan the next steps! 🙂

Managed to update the game with a Thank You section. As you suggested, once the player completes all 24 levels, they are taken to this Thank You page automatically.