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Hi there, Dropping in to give some feedback on your game. For background, I'm into MMOs mainly, but I do enjoy more puzzle- oriented games such as human fall flat.

Overall, I liked the general aesthetic of the game, And visually I think that no improvements are needed. The UI itself is well designed, and each building is visually unique enough to the point where you can usually figure out what it does without actually having to test it. The progression of difficulty in the puzzles felt good, with each new setting adding a new mechanic or building helping to keep the core loop refreshing.

The premise of the game itself is quite simple, and I enjoyed finding new way to configure my pieces, however there were times when playing (I reached level 26 for reference) where the placement of the platforms could become rather finicky and not satisfying. An idea to fix this potentially is showing a "preview" to how the character will interact with objects, but this could limit experimentation as a flow. 

Another small fix I would suggest would be to keep the spinning lasers static until the game enters play, to remove the problem of the player waiting to start their run-through so that they don't prematurely doom themselves.

Hello! Thanks so much for playing my game and also leaving such awesome feedback! They are really important to me and it has definitely gave me more insights into my game :D

One thing I want talk about is the lasers, I really agree on the fact that waiting for the lasers to go by is boring, but I have experimented with ways the players could start their round such static lasers, static lasers on start etc. One thing I found was that by letting the player decide when they want to go off, it gives the player more options and leeway in how they would place their platforms. Basically, predetermined laser starting positions made the game feel more restrictive.

I think a lot of the issues in this game is a tradeoff of something else, laser issue is a tradeoff in giving the player more freedom, the "preview" of the character removes the puzzle elements etc. 

If you have any protentional tips for this type of problems in game designing, I'm really happy to hear it!

Cheers!