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I am working on making the player movement easier. Don't give up I believe in you. I must admit the game levels are not balanced correctly I think level 3 is probably the hardest one on there, Thank you for playing it and the feedback.

The reason it felt frustrating to me is because there isn't much room for improving your time to clean the room besides trying to press the buttons faster or choosing which items to pick up first. Preivious levels felt like no challenge then I get to level 3 and every time I come close but no cigar.

Thanks and sorry if I sounded harsh. I didn't get to mention that the concept of cleaning up a dungeon after a player slaughtered your goblin friends is a funny way to spin it. I hope you take it and run with it. This could make a very great puzzle game.

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I agree with you there is little room for improvement on the times it is something i want to address, I am considering making the movement more of a hold down to go that direction instead of the constant having to click to move a block. I will be changing the timing on this level i think its 45 seconds the others are 55 seconds to 60 seconds. My idea is that you would optimizing order of things you do it in. I think when I've played level 3 I've done it with 0.5 to 1 second less so it is a little tight to do it. 

At first I thought that holding down option/more live action for the movement would solve the problem but there is another thing you could do. The problem is that the mechanics butt heads with eachother. The current movement is fine but it reflects something more turn based. It clashes with a time limit and will make it a hard thing to balance properly in the long run. My suggestion is either go with A) turn based movement with a certain limit of turns per level or B) live-action movement with a time limit. I hope this helps but its just a suggestion. It's your game.

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Thanks again for the feedback Ill play about with both these said methods. Maybe id build both then you have two modes of plays for people preferences.