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(+1)

Thanks for the feedback. If you never saw the text, it’s very unlikely that you made it to level three. Beside of that, it’s very interesting, how different perception can be. It’s the first feedback about not-seeing-text i receive from players. I think, the text is not only already huge, it’s even animated, so your eyes should be triggered either by the white color or the animation - some people recognize movement over colors and others vice-versa.

Anyway, thank you for pointing this out - one has never learned and heard everything. Will consider additional options in the future. Cheers, Gris

I guess, ironically enough, was too busy trying to figure out how the cauldron worked before time ran out for my eyes to drift to the bottom of the screen. I did play it again after I knew there were text instructions below the cauldron and that's how I got to level three.

(+1)

I agree, that level 1 is too fast. This is something that should be balanced. That’s an effect of the 3 hours, sorry for that :/

I could only implement one increasing curve applied to all levels, i had no time to put a special timing on the first one – it was such a close call to get it finished in three hours - there are even typos i could not fix in time, and the water-animation of the cauldrons stay on screen as zombie-animations if you replay after solving the game successfully… there are some glitches - it’s all about time.

I am very thankful for your feedback - this is the kind of information each of us devs needs to improve.

(+1)

You're welcome. The fact you created such a good looking and mostly functioning game in 3 hours is impressive. My game had plenty of errors too and the only way I was able to submit a "completed" game on time was to skip over part of the middle -- the part that actually would have had user input -- so I could finish the ending.