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It's okay, I guess.

I'm glad that gameplay comes first and foremost and that a design philosophy went into it's creation. So that's good.

However, being given time constraints on a conclusive climax being that the entire world will literally die and/or explode really wrenches my anxiety. I dunno, that's just me. When I was a kid I was infatuated with Majora's Mask, I still am, but back then I had the worst feeling in me that there was this doomed dread that the world was ending and there was absolutely nothing I could do but experience the game for what I could until it all ended and it was my fault for not being good enough to stop it from happening. As I had no idea that you have to play the songs to turn back time and all, back then when I was a child, anyway.
   This game gave be a bit of that feeling once again and every so often a game makes me feel that once again and I don't particularly like it, but there's definitely something there that can be open to some good plot devices.

Game Overs and failing to succeeding seems to be a common method of game development, and there's always that itching feeling about needing to make the game succeedable on the first try for anything but the most incapable of players. But, there's just something about making a game too complex to figure out that you can't complete it on the first try that just nags at me. I suppose the simple truth of it is, is that failing isn't fun. Usually a game will give you ample opportunity to at least prepare more or prepare for the failure. Such as a tutorial, an easier level, or a way to grind 'levels' to be usable on the more harder content. When a game just throws you at it and expects you to overcome this feat without much preparation or opportunity to work your way up through the complexities, that's when I think a game can sort of start out dull.
   It's like Super Metroid where Samus starts with only her ability to jump and her blaster, she unlocks the rest of her abilities later on and the player experiences that and becomes better at the game through that. Starting out with all of those abilities not only would bombard the player with too many options to play the game with, but also not feel as accomplished as one would be if they worked their way into learning and experiencing all those methods and unlocking them through gameplay.

Thank you very much for your comment.

I never thought that this game could generate anxiety. But thanks to your comment it is something to take into account.

From my perspective, failure is a learning process, in real life, very rarely, you achieve success on the first try.

Being a short game, I thought of it more as a puzzle, you win when you manage to understand what is the best strategy of how to use interdimensional travel.

That learning must be achieved by failing before achieving success.

So indeed, failing is part of the game, but being a short game, without a character that generates a link to you, I never thought about what you wrote to me, so once again, thank you very much for your comment, I'll keep this in mind in future developments.