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fruityfish

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A member registered Jun 01, 2022

Recent community posts

I believe the intended solution for the final level is to bring the magnet with you to the switch on the right. Before turning the switch on, you want to drop the magnet down the slope, which will cause it to slide down towards the doorway. Switching the magnets polarity will cause the doorway to cover part of the gap, meaning that when you flip the switch the box can't reach the top.  I attached an image if my explanation is confusing

Here's my feedback: 

-Overall, movement feels very nice. I think the one aspect that needs to be worked on is the aiming. Even with low sensitivity aiming, aiming never felt smooth. I think it mainly comes down to the animation of the arc, which needs to be much smoother to fit the circular movements of an analog stick. It feels better with a mouse cursor but could still use improvement.

-I'm not sure if this is a bug or intentional, but the player can only choose what button it is to aim if they're in toggled aim mode, otherwise aiming is just the grab button. It would be nice to give the player the option to hold to aim while also being able to set what button they use to aim.

-The puzzles were designed very well. Plenty of aha! moments and it's clear that this is a game about magnets. There were a lot of soft locks, which makes a button dedicated to restarting nice, but having to restart never feels great. In the level Blocked by Block for instance, if you fall in the pit with the button after lifting the block, you're forced to reset, which also resets all of your progress and completely kills the flow. This would only get more annoying as levels get more complex and take more time.

-It also feels very abrupt that when you get the key, the level just ends. It feels like you should have to bring it back to the start of the level, which could also pose as a way to recontextualize the puzzle as now the player has to juggle both the key and the magnet. 

-The hub needs something to denote each level, whether that be something simple like a number, or something more like preferably the level name. It would also be nice if the level name was shown to the player when they enter the level, giving them an idea of what's to come. Adding a button prompt to actually enter the level would also be nice to give the player more feedback. 

Overall, this game was a lot of fun. The puzzles made me think for the solution, but it always made sense in the context of the game and felt rewarding to figure out. Well done and I look forward to what future iterations of this game will play like.