The amount of callbacks to earlier parts and 'aha' moments is really impressive. I love that there are so many different types of puzzles, yet they are all really fun to go through. It was such a great experience, thanks for making this :)
dead0ne
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This is amazing! I've seen many (and once made) sokoban-likes combining pushing and pulling and this is definitely one of the best.
Even though I'm not sure about the difficulty curve because some levels required relatively heavy manipulation, puzzle design was great and I really enjoyed clever lookahead.
Overall this was a really fun time, hope to see more from you :)
mine is practically the same, but this was the least belts (21) I could go for 34 cycles https://imgur.com/a/lYvPYU9
Nice game! Controls was very smooth, presentation is pretty nice and overall it is very fun to play. I think star system is pretty good, but just as a suggestion: maybe you could add level specific stars to make each level feel unique? Also I figured out the box mechanic while questioning the existence of waiter in level 4, so a visual indicator for it could be nice. Oh also getting out of the fridge first time and all little dialogues are so fun. Overall, great job!
Nice game! Concept is interesting and presentation is pretty nice too. Physics felt a little bit weird at some times as others said but I think you are taking care of it. Also maybe you can add some kind of Slowing Time as an ability or just a thing that happens when enemies shoot. That would probably make bullets easier to dodge. But aside from that it was pretty fun to play, good job :)
Thanks for playing and feedback!
I tried teaching mechanics with level design, but I can see why that doesn't work quite well. I will try to add some visual tutorials to make it more clear.
I went minimalist with sprites and did some color coding to help it. But like, yeah if I were playing for the first time I would definitely be confused too. Again, I will try to make it more clear.
Thanks for kind words and feedback!
Undo, reset, level select and some other utility features are by PuzzleScript+ . I didn't implement them myself but I'm glad someone did, it saves a lot of time during developement.
I tried making each level unique by making them with their own trick/interaction so I'm happy it conveyed well.
Wow, that is some great analysis on 1.4, I will try to improve it and the levels leading to it to prevent confusion and stuck-ness(?) with the help of this.
Also I just realized how I'm so used to those sprites. I forgot how it is just 5x5 and can be interpreted way more differently which can (and does) lead to confusion.
Thanks for playing and great feedback!
I tried my best to design puzzles in a way that you can get the main idea, or at least see the main obstacles you are facing with, with looking at the level geometry, or just playing out with the level. But unfortunately most of them need some sokoban maneuvering even after getting the idea.
Ooops! I didn't notice the ESC problem, sorry! I will see if I can sort it out.
I see how a playthrough video could help, I hope I can find some time for that. Adding visuals for tutorial is a great idea, gonna do that asap.
Highlighting when a change is possible sounds like a nice idea, but I don't know if it would ruin some surprises and eureka moments in later sections. But I will try to improve visual feedback in some way.
Thanks again for the feedback, it is really useful!
Nice game! Speedrunning stealth game is such a good idea, it was really fun exploring the level first time and trying to speedrun it while becoming more familiar to it. Also I think there are still lots of mechanics and other gameplay options you can add to expand this idea (if you want, of course). Overall, great job!
Nice game! I love the concept. Level design was pretty well communicated, it felt nice once I understood the main idea of the level. Maybe better contrast for important game objects could be more useful? But it is a stylizing choice and it is not that hard to spot them in this version too. Also mechanics are quite nice and I love that it's generally easy to pass the level using apples, but each level is masterable if you want some challenge. Overall, great job!
Thanks for kind words and feedback!
Difficulty is probably the main issue in both jam version and this version, tho it was definitely way worse in jam version. I tried smoothing diffculty curve by adding more levels on easier side and trying to introduce at most 1 new interaction in each level. Unfortunately some levels still need some heavy maneuvering.
Arrow indicators is a great idea! I don't know if I will come back to this game again, but if I do I will definitely try to put this idea into game.
Also about interactions about section 4 (this contains spoilers so it's in rot13):
V unq ebhtuyl gjb pubvprf juvyr qrpvqvat ubj beo jbhyq jbex. Va bar Beo Funcrq bowrpgf jbhyq fjvgpu ebyrf ab znggre jung gurve pbybef ner, va bgure Lryybj bowrpgf jbhyq fjvgpu ebyrf ab znggre jung gurve funcrf ner. Obgu bs gurz unq fbzr cbgragvny sbe qvssrerag xvaq bs vagrenpgvbaf naq chmmyr qrfvta ohg V unq gb pubbfr bar bs gurz, fb V whfg unccrarq gb tb jvgu gur frpbaq bar. V qba'g xabj vs vg jbhyq or zber vaghvgvir vs V pubfr gur bgure bar, ohg V guvax guvaxvat nobhg pbybef nf ebyrf urycf haqrefgnaqvat guvf irefvba. Nyfb nyy bs gur Npgvat Beo-yvxr bowrpgf ner purpxrq naq nccyvrq fvzhygnarbhfyl (vg vf zbfgyl rkcyberq va frpgvba 5)
Great game! Interesting idea and definitely can be expanded upon. Here is some improvement that I can think off the top of my head:
- Maybe a recipe book that you can go inside and fill however you want with your inventory, this can be fun and will probably go well with the theme you are going with
- Other methods or tools that affect food rather than just putting them in a cauldron, this can open much more possibilities, also you can make these methods related to witches as well
- New books to discover along with gameplay possibly with other things than just ingredients, maybe new tools to pick up on books and stuff
- Also some little particle effects and stuff can help making game more cozy
Hope these ideas help. I would love to see an improved game with this cozy art and a very nice theme :)
Thanks for playing and feedback!
And yeah unfortunately I am aware of the difficulty issue. This was my first GMTK and I think I was too busy making some stumper levels using these mechanics, I forgot to properly tutorialise and adjust the difficulty curve. I will try to fix those issues after the rating period tho.