Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Thanks for checking it again. I did not expect you to do that, so that's very appreciated.

I'm happy you can do Baby Steps templates now.

some really annoying switch hunting which I absolutely despise, those wall levers really do not stand out at all and I highly recommend you make those way bigger or something else to catch the eye easily.
most levers are not crucial for progressing. As for visibility, You are given a seal which helps with that right after you unlock Sealing Chamber. I see lever placement as just another layer of room memorization.
The door tip is also extremely important and I would highly recommend teaching this to players in a better way.

I am not sure if I should be more "in your face" with all the text. There is a lot of reading, and the game ironically takes time to learn.

why does the tutorial not have a timer?

I feel it would upset even more people. You can do the tutorial in under 2 minutes, but I have seen people spending ten times that amount.

At the end of the day, I don't want players to succeed every run, and I want to reward experimentation. Of course I shouldn't discourage players before they can start experimenting, so I am trying to smooth the difficulty curve.

Then I would like to see this properly shown to the player, the tutorial only shows use cases where they are required to use those jumps to proceed, but it does not teach how these maneuvers can be used to go faster in other situations.
Do you think it should be something like an empty room requiring one jump, and a sign telling players different ways how they can do it? Telling that information would be against what I am going for.

I still don't really get how the system works either, a lot of the seals seem poorly worded

Did you hold right mouse button over seals? Holding right mouse button opens tooltips. You can switch to automatic tooltips in options.

But in general I think the game also does a poor job of telling me why I should use this system in the first place.

I see, I should re-write my explanations.


Overall I think I definitely enjoy the game a ton more now that I understand how you are supposed to actually play it, I still think a lot of the systems I mentioned in my original post still don't really match the game, but I now definitely have a way better grasp of the intended experience and with some tweaks I can definitely see this being a fun game.
Thank you, I very much appreciate you spending time playing my game and giving me feedback. I hope the core parts of the game you find mismatching are just things I poorly explain.