"Dungeons and Drunkards" would be a better name, but very nice game otherwise
innocence
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A member registered May 09, 2023 · View creator page →
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after the last review, i decided to actually get the game. the premise was cool and with fleshing out would be an awesome puzzle game, but after a few days to forget the solutions from the video, i only made it about halfway through world 2 in about a week. the difficulty curve was a little too tight. one thing i wouldn't change, though, is 2-1. the "accidental" realization of that is masterful.
i would also recommend a baba-like approach where you only need a certain amount of levels completed, and it doesn't matter which.
are you perhaps in need of a playtester?
reply to the reply:
- 1/3/7/G: i admit i was irrational about the 3d. if you have a reason for it i’ll leave it be.
- 4: that mechanic seems pretty cool. if you keep the tutorial, you should introduce that there, maybe with a brown block with black ones on two sides.
- 5: how about a differently colored floor tile? you could put a sign next to it in the tutorial explaining how to interact with it.
- 6 and 7: so the checkpoint creates a save state rather than keeps you from falling. depending on the way the game is fleshed out, that could be either a crucial mechanic or a way to soft lock extremely easily.
- G: maybe add an achievement as incentive? but concerning key binds, allow more one key to do more than one thing. it’s not a platformer, so that’ll be fine.
- additionally, the level select seems overdone. unless you’re planning on adding a sneaky meta mechanic, you should make that a classic 2d map.
enjoy the concept. if this seems too honest then just disregard it.
thoughts during the video:
- this would look so much better as a 2d game.
- i won’t talk about what is probably programmer art.
- there is no verticality. make it a 2d game.
- tutorial: “this is a box, you can push it because it’s brown.” then instead of making that pushable prism/pipe in 1-5 have a brown base, you put it on top of a box. just make all pushables brown.
- the camera mechanic seems cool, but you could make it an invisible collision that zooms out when you come into contact with it.
- the pushables are moved on a grid but the grid isn’t visible, so it’s easy to trap your boxes.
- there would be no need for checkpoints if it was in 2d, since you wouldn’t fall.
- the text boxes look kinda weird just floating there. maybe make interactable signs?
thoughts after reviewing:
- concept: 7/10. could be higher, but nice creativity.
- gameplay: 5.5/10. docking points for unneeded dimension (if you couldn’t tell), the tutorial being completely unneeded with 1-1 being so easy, and the controls. (only issue there is that z should be undo. closing terminals can be done with space. why not make space the dedicated terminal button and z undo?
- graphics: n/a. as you said, it’s in alpha testing.
- overall: 6.5/10.
- one final note: the plumber puzzle objects are called prisms in the game, but everyone calls those things pipes. you even called them that in the description of the game. just rename them.