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(+1)

I'm so very elated that you really like the platforming mechanics, especially to the point of not only finding them so unique but also to the point of even just moving around for the fun of it!  ^^

I definitely do want to take a proper look at the clarity issues of where to go and general navigation in the map(s) when I get the chance to do so;  other difficulties with the games' design had been taking priority so far, but I should hopefully be able to address them soon enough!  but to be more specific:

1. I do agree an arrow would be helpful, though I have hesitated on that due to being not immediately sure of how to handle cases where the player has multiple papers finished (which is a definite real possibility with how the game is structured and is likely to come into play much more often in future with my plans) since then it becomes unclear where the player should really be directed.  Pointing to the nearest one would probably suffice, but I want to be careful about making sure the solution is elegant and robust for future additions.  Their names are displayed both on the papers and on the dialog box, so for now it is possible to probe around ^^;

2. I do agree that the minimum values should probably be more clear.  I thought I set the values so low that people wouldn't get tokens with such low scoring for it to matter, but it's becoming increasingly clear that that's not the case.  I probably will just remove the minimum score requirement entirely at this point, but I want to give it more thought when I have the space to do so

3. I will continue to carefully monitor the navigation issues, but I'm still putting more thought the exact implementation will really solve the problems (I am also thinking of reworking the way the buildings are built, which will likely make them more distinct and harder to blend in with eachother)

4. I do have an arrow programmed to appear when coming back to the hubmap when it's bedtime (specifically when the clock reaches the bed symbol near the top before hitting the end of the full rotation).  If the arrow isn't appearing for you during that time, I'll have to try to investigate that as a bug.  The reason for the separate map is indeed to act as a hub for other maps in the future; I've just been unable to build them yet due each map proving to take a mountainous amount of energy and time to build and I'm prioritizing getting more fundamentals sorted so I don't have to exponentially rebuild already costly maps whenever/if ever something changes before certain things are set in stone properly ^^;

I hope that answers your concerns at least a little bit ^^;  I do thank you for the feedback regardless!