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The must and background gave the game a great atmosphere! The concept and puzzles are fun, but some of the solutions felt pretty tight on timing and execution (but I could have been going about thing the wrong way). I would have appreciated it if the moon traveled faster and if the player had less gravity. A lot of my playtime was spend waiting to see if I lined up a (moon) shot right. Likewise, the gravity made some jumps harder than they needed to be. Nonetheless, puzzles were great!

The game is meat to be a bit on the harder side difficulty wise, but I think most of it it's artificial and frustrating, and it comes from the trajectory, that I'd say it's the weakest point of the game, and that is something  we already changed in an update version (see the replies below to know the reasons).  
Then the fact that the moon travels slowly is just so that you can more easily catch it midair:  I did tried not to slow it at all, but it was way too hard to catch. With a working trajectory, you would  know from the start if the moon would reach it's target or not.
If you are willing to try just for the first levels of the updated version , i would love to hear your feedback, but of course you must not change your rating, since the improvements were made after the submission period and thanks to feedback like yours

(+1)

I don't know if this is the right place to post this, it being regarding the updated version and all, but the changes to the trajectory and jumping weight made things feel a lot better. I'm not sure if you adjusted gap sizes, but things felt a lot more doable. My only complaint that still remains is the difficulty curve seems a bit off. Most of the levels are doable, but "wind flows only when time does" (hard to set up with the wind's super-fast acceleration) and "not every wall is meant to stop you" (lost of daisy-chaining rewinds). In the case of the wind level, it is extra weird because "to rise, you have to fall first", which is right after it, it much easier.

Ahaha, I don't know what to say: the two wind-based levels you mentioned are inverted in the game jam version, but after showing the game to some friends, they all told me that the first was more difficult, so I decided to invert them in the updated version. Difficulty in a puzzle game can be subjective, so I think I'll leave them as they are in the last version.
As for the difficulty curve in general, I admit it can be pretty rough, but it is sorta of intended. Maybe I could add some more levels to ease up the transition a bit, but I generally satisfied about the tough gameplay.

Anyhow, I'm really grateful for the time you took just to give me your feedback again. Thank you, I really mean it