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(9 edits) (+2)

Hey -- wow, thank you so much for this thoughtful comment!

I know my reply here turned out to be suuuper wordy, but even if it feels like nbd to you this legitimately marks twice now you've saved us on this game and I just want to express my gratitude:

Throughout the course of the jam so far we've gotten a lot of feedback reaffirming what we suspected on submission -- that the puzzles are, sadly, kind of unsolvable at the moment without a better/more responsive way to guide the player to the goal. But at least for me, reading you talk about how you had the most fun when you could just relax and create something your own rather than trying to find a pie-in-the-sky solution suddenly made a major light go off.

I've been trying to figure out how to fit a subjective peg into an objective hole, but the joy of this game concept and about blackout poetry in general was never about finding a set solution, but about turning something set and static into something unique and unexpected. I got so much more excited seeing you post your own creative take than I have at any point watching someone stumble blindly into the arbitrary correct solution after trying a bunch of other beautiful combinations that totally should have worked. This is how the game was meant to be played, and this is what was exciting about it before it was distilled with the perceived need to make it "gamier". We don't need to set up guardrails shepherding the player along an arbitrary path; we need to move the goalposts entirely. What exactly that'll entail, I'm still not sure, but it's a really important distinction that I really hope we can find a way to follow through on now that it's been clarified.

Anyway, suffice it to say: love your poem so much. If you're willing to share, I'd also be very interested in hearing your mechanical nitpicks, just in case we do find it in us to keep polishing this game until we can get it to that full-potential dreamstate. ███ ███!

(+2)

sure!

  • holding down the mouse button and dragging over multiple words didn’t work as I expected it to. let’s take “a █ c” as an example: dragging from a to c should result in “█ █ █”, not “█ b █”. what I mean is that when dragging to toggle multiple words, the state of a word should only be toggled if it matches the state of the first pressed word.

  • it’d be nice if hovering the mouse cursor over ████ would make the underlying word visible, like white text over the black ████.

  • punctuation is a bit weird to work with. I found myself thinking it should be separate from the word when inking, because I felt like it restricted how I could use the words — but maybe that’s an interesting restriction? limitations like that are not necessarily bad. I’m really not sure about this one tbh.

  • some parts of the poems don’t seem to be “designed” in a way that’s meant to be experimented with. this is hard to convey, but as an example there’s this part “survive and live endure and greet” where I wanted to use “live” and “endure”, but there’s no “and” or comma to support this. I encountered this situation a lot, where I was just missing a little word or some punctuation to make a nice phrase. I think this could be improved by putting more thought into how the poems are arranged, and considering how they could be remixed instead of just setting up puzzles.

  • the options should be accessible while playing.

  • the music shouldn’t restart when I press “options” or “start game” from the main menu.

  • something went wrong with the encoding for the apostrophe in “heart’s”: image.png

(2 edits) (+1)

All noted!! This is super helpful, you rock.

Actually, it's nice to see that (as you can probably guess, which is presumably why they were left out of your original comment to begin with!) almost all of these were points we'd considered but ran out of time to properly implement/fix -- that tells me at least our instincts had us on the right track, which is always a boon. 

Unrelated... I keep psyching myself up to play I, The Void next and then you go and leave such thoughtful comments that I'm like, how can any feedback I offer on yours live up?! Lmao. Don't worry, I won't let that totally scare me off from playing: It'll definitely happen (promise)... and I'll try to keep it from being novel-length when it does (buuuut no promises there)!

it’s a silly little Asteroids-clone, I’m really not expecting anything in terms of feedback lol