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(+2)

Rate no. 2


Goods:
- Really good graphics and a unique style
- The animations are nice
- Enviorement design is nice and fitting

Some stuff I noticed:
- Footstep sounds don't fit, why is it shoe on concrete when it's a bird in sand?

Stuff to improve on:
- The controls are WAY too confusing, and the game doesn't have a tutorial; it jumps straight into the action. It took me a little over 6 minutes to figure out that you can move locked rooms, and I spent half of that trying to figure out what I'm supposed to do. I checked the page to find the controls, but the player shouldn't need to do that; the game should teach the player.
- Difficulty-wise and this is still part of the tutorial thing, you should have added a bunch of really easy levels before giving the player a full 3x3. It should have gone like this:

1st level: 2x2, move one room one room and that's it
2st level: 2x2, move and maybe even rotate one room, that's it
3rd level could have been the current first level, but even that could be a big difficulty spike

- Should have been a 2D game, the extra dimension of movement hurts the game more than it adds to it. I constantly missed the openings because of the weird perspective.

- I couldn't even beat the first level in 15 minutes, and I had to give up.

Overall probably a nice game but due to the difficulty and non intuitive gameplay, I couldn't play through it.

Thanks for the rating and sorry you couldn't finish it!

We as a studio are believers in the idea of just dropping the player straight into the world and letting them figure out how to play on their own, by hidding the instructions and tutorial directly into the world, for example, in the form of hieroglyps that are scattered on the starting room and the only accessible room from that point.

So after just a little exploring and paying attention to surroundings the controls would become clear.

Perhaps in the future we will add a small tutorial as a small interaction of Kiwi with the hieroglyphs, having him turn to look at them and commenting on the controls themselves, but a way to make the controls themselves part of the puzzle is what we personally like most.

(+1)

That's an interesting idea but I don't think it actually works in the real world. People play games to play games, not to figure out how to play the game imo. If you want people to figure out these things on their own, you need to give a bit of guidance, like a cutscene at the start where it clearly shows a hieroglyph giving you advice or something. (oh wait you said that nvm)

I'll probably try the game out again when I'm done rating the other games submitted to me. (unless I forget of course)