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(+1)

Hey there Webster, I got your game for judging so here are some of my thoughts. The art and story work well to support the gameplay, and I could feel the playtesting you put into this to make sure each puzzle worked properly and stood out as its own thing instead of just repeating the same exact puzzle over and over. Most of the puzzles were easy to solve, but they still brought a smile to my face when I figured out the trick to them and opened the door. The floor tile puzzles were the weakest for me, having to just follow a path wasn't as much fun since it didn't require me to do anything besides be careful. But overall the puzzles were enjoyable.

The battles were straightforward, to the point that I rarely worried about healing since I knew I could defeat the boss before I would have to worry. That's where the game suffers the most, I think. Each time a battle started I was disappointed since that meant I'd have to beat the boss before I could get to the next puzzle. It was good that each boss had its own weaknesses so that I couldn't just spam attack to win, but it would have been interesting if the battles included some puzzles too, so that the knowledge gained from solving the last set of puzzles could be used to beat the boss (such as having to attack arrow shooters to rotate them towards the boss to dodge those attacks and do extra damage). But I know that would take quite a bit of time to get balanced, so I'm sure it would've been difficult to get right in time for the contest.

Overall, this was a solid short game. I wish there were a few more puzzles, but I'm sure you limited them so that you'd be able to polish the ones you did make in time for the deadline.

(+1)

Thanks for your detailed feedback. :) Having the bosses be puzzle based is an idea that hadn't occurred to me. It seems obvious now I'm hearing it, and I wish I'd have thought of it.

I'm glad the time spent testing and fine tuning was evident. At first, I wasn't sure whether to prioritise that or adding more content, but once I saw the ways my friends and family were breaking earlier builds, I was happy I prioritised testing.