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(1 edit)

Hey!

I should've been more clear about that but most of my feedback was in the idea that you would be able to do more work on the game. Like you're saying it was only one week & for that amount of time it's awesome! 

I completely understand your worry about players not being satisfied with easy challenges where they might understand the solution too quickly. I'm curious though, did you make mostly hard levels because of the 1 day constraint or is it a stance you took on pushing the player in a mostly unknown environment & let him figure things out as opposed to taking him through a usual learning curve (Easy "dumb" levels to hard levels) ?

Also now that you frame it like that, the dexterity aspect does make sense. The argument that it keeps the flow rolling is really good. It makes me think of most platform puzzle games where you can always easily move with your character & try things out while coming up with the solution, you're not stuck somewhere with having to think about what to do.

However,  I still think that regular physics will introduce a lot of issues if the gameplay is kept tight as it is right now (E.g: you have to restart the level if you weren't touching the duck for more than 1 second). I didn't thought about it initially but games like Portal 2 or Viscera cleanup detail make the physics aspect work quite well. I guess it comes down to how punishing messing something up is & how precise you have to be with the physics (E.g: You can easily fit 3 cubes on the button plaform in Portal 2 I think). In any case, there should be ways to make it work out if you want physics to be an important part of the game!

The idea of having all of the level info in the data-viewer was just me spitballing & I think you're right that it might make the player a bit paranoid. I'm glad you have plans to extend that side of the game though! I look forward to see what you come with ^^