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Thanks for the comment! While working on an updated version I was trying to see how to implement a tutorial into the game, and after many concepts I've just realized that explaining each mechanic individually took away from the game experience - it's like trying to explain each control method in a WarioWare micro-game, where the non-explaining gives the game more replay value. Maybe mechanics like the stamina bar could have been clearer, though.

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Yeah, it's like opening a surprise giftbox each time you start a game. Sometimes it's that cool gift with which you know what to do instantly, and sometimes it's a thing you need to get used to. But like "Roll the bones" in "WoW" - after some time, you search for the bonus (in this case, mechanic) that suits you best, neglecting all the others. I don't say explaining each mechanic in advance would fix this. I play rogue in "WoW" for a while, and  I haven't googled what bonuses can "Roll the bones" give, yet. As you said, knowing too much can ruin the experience. But, I do feel, in your case, that they could have been a bit more balanced. I found the platform one overpowered.