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(+1)

Appreciate the criticism, you make a lot of valuable points which are totally reasonable. and very salient coming from the designer of geometric dreams.

Right mouse click for interaction is like deeply logical actually and easily the strongest criticism about input design.
Oh yeah and scrolling is a known issue, that a was a product of running out of time and shipping it, thats why speech bubbles are a fixed size too lol.

I don't think what you said about textboxes is incorrect, it is probably objectively correct and the correct way to design in the modern. However, it's probably not gonna change in the final cut, mostly cause I like it - feels like nostalgia for old-ass poorly designed RPGs and keeps the space pristine.

The mushroom puzzle is the way it is to force full interaction and sacrifices realistic behaviour. I think it's too easy to game otherwise; just keep all the mushrooms and you pass the check. and the addition of some rejection mechanic ends up in a very similar loop (although I agree there is some room for simplification there (persistent check).

(As a disclaimer, no need to reply, mostly responding as i would to any reviewer comments on my work!). Thanks for playing, I appreciate the feedback and commentary!

(+1)

about the text box in the corner, that nostalgia is a great reason to not change it. the main problem I had with it is that it’s easy to miss if my focus is elsewhere. you could consider showing a little exclamation symbol near the player character as a clue for when the text box appears, to make sure players don’t miss it. it’s not strictly necessary though, so do what you feel like.

for the mushroom puzzle, that could be solved by only passing the check if you have 3 correct and 0 incorrect. I don’t get your point about “forcing full interaction” — seems a bit contrived to me. but that’s sometimes the charm with games like this, so again, do what you feel like!