That's a great idea! Thanks for the suggestion!
headgopher
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This was a really well done puzzle game! The puzzles were thoughtful and intuitive, and their progression did a really good job of easing you into the mechanics. I love this kind of game, where developers really explore the depths of their "gimmick" (which I think has an unfairly negative connotation). There's some more technical issues, with some strange hitching (in the web version) in level 10. Additionally, it's a little frustrating to be booted out to the main menu whenever you die, but these are very small issues. Well done!
The first time I launched it, it didn't work. Some bug prevented the tree from getting decorated. I launched the game again, and it worked. The scaling on the snowball's speed seemed strange. For the first levels, it was completely irrelevant as a threat, then I lost all my lives in the level 9-10 range. The snow trail effects are a nice touch. The game probably needs a bit more chaos to it, more obstacles which interact with each other or something, to add some skill that's not just predicting the path of the snowball.
By the way, I had a bug on one of the levels where the snowball got stuck in the bottom boundary and just went along the bottom of the screen until I finished.
There's not much to comment on here, but if I were to leave you with some advice, it would be this: Right now, I assume you're using some sort of series of if/elif statements to get player input. Try using the get_vector() function or other similar offerings from Input. This will get you much smoother movement (on a keyboard, 8-way instead of 4-way), and can even be relatively easily tweaked to allow controller gameplay.
Documentation: https://docs.godotengine.org/en/3.5/classes/class_input.html#class-input-method-...
Thanks for the kind words! I'm sorry that the game frustrated you. The game clicks for some people, and it doesn't for others, so I'm trying to research how to improve my tutorials and my readability right now so that it can click for everyone. Do you think pictures of example setups would have helped better? Or was it a different issue?
This is a fun little puzzle game, but it has some mechanical annoyances. The pushing and pulling is finicky, and I managed to softlock myself on one of the levels by blocking myself into a corner with a mirror.
Something to consider is the time it takes a player to implement the solution they've found for a puzzle. In many of the greatest puzzle games, it takes a very short time from the discovery of the solution to its implementation by the player, such as in the Talos Principle, which this feels somewhat similar to. In this game, the mechanics make it a real chore to implement solutions, delaying the actual fun part of the game.
Best of luck next time!
The controls on this one feel really clunky, but the resource management puzzle works pretty well. I feel that the concept of darkened areas could have been expanded on more, but I'm not really sure how I would've done that. As it is, the game feels simple enough that I wasn't really compelled to try again after dying a couple times, but I think the underlying ideas form a decent core, they just needed to be fleshed out a little more.
I recommend considering the principle of risk-and-reward deeply. As it is, the most rewarding places are also the safest, because you can see what's going on, so there's little encouragement to venture into the unknown.
This game's got a really neat vibe to it. It reminds me of Highfleet in some ways with the UI, but unfortunately also in obtuseness. I get that some of the puzzle is figuring out how the UI works, but a small in-game explainer of the objective would do wonders to get people over that first bump. I like how you used the thruster(?) mechanic in two quite different ways.
I think this game could do well with quite a few more mechanics added on, and they should probably interact with each other more. Layering your mechanics is a good way to add depth to puzzle games.
This is pretty neat, but it feels too easy. I do like how quickly the guards and the player move, though. It's unexpected for a stealth game, but it adds to the tension a fair amount. You've already mentioned the idea to add static lights, and I think that really would have helped the difficulty a lot.
Additionally, in the darkness of the levels there's a small readability issue. Important fixtures such as doors, keycards, and objectives can be somewhat hard to spot/differentiate from the rest of the level. It might've been useful to give them some small glow or something to help them stand out.
This is pretty nice. It looks and sounds really good, but it definitely needs some work on the platforming mechanics, as the control scheme felt just a bit unforgiving and unwieldy to me. Additionally, the difficulty spike on level two is pretty massive. Maybe get some more playtesting from family + friends before publishing?
Thanks so much for the feedback! I've tweaked my build to address these, and the game already feels much more fun to play. I have buffed the normal attack significantly, but it is actually an intended mechanic for the dash + swipe attack to be much more powerful than the normal attack. This was really valuable, thank you.