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Liked the idea, but I can't finish the third level. My onion knight goers through the button and now closed trap, gets to the carrot and then nothing happens :(

Other than that,  the game is cool! UI is clean and intuitive, and that's important in game like that. The graphics need some work- it would be nice if the game had more of it's own identity graphically.

Over all- pretty good! Keep up the good work! 

Thanks for the feedback!

"My onion knight goers through the button and now closed trap, gets to the carrot and then nothing happens :(" - this is a very interesting feedback. I am almost sure this is not a technical bug. Can you describe a bit more? What do you think should have happened and why?

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This is my solution. As you can see the knight got the treasure here, but there is no option to advance to the next level.


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Yes, the game works correctly here. The issue is in misunderstanding of the rules (which is the game's fault obviously). Could you help me understand where it comes from, please?

So are you thinking that the level is solved because the character got to the treasure? Or are there any other requirements for considering a level solved? Couldn't you lead the character to the treasure around the trap ignoring it (and the button) entirely?

From the player point of view, after the two previous levels I thought the goal was to make a longest, but finishable level. And I think I tried to ignore the trap before, with the same effect.

From game designer point of view, for me this was about teaching the player about traps and buttons :)

"I thought the goal was to make a longest, but finishable level" - this is correct. Why do you believe the level you built is the longest or close to that? So much that you assume it is a bug that the game hasn't recognized it.

So far, if I made a finishable level that wasn't the longest possible, I received less carrots. This time I got no carrots. I made a level you can see on the attached screenshot. I really feel like this is a bug.

Ok, thanks! This is not a bug. In order to earn each carrot, you have to finish a level with more than X steps, where X is different for each level and each carrot. So no carrots means that the dungeon is too far from optimal even for the first carrot to be earned. I just need to come up with a way to make players realize this.

Ok. Out of curiosity- what's the minimum step number for level 3?

22 for the first carrot.