That's totally right, if you had that impression it is totally right that the introduction of those signs should happen earlier, I think the main problems are level 7,8,9 which don't have any of the more interesting mechanics, my idea was to include them as a sort of a challenge to check if the player "mastered" the basic movements without all the other mechanics involved, and after those it can move on.
The Levels on the other pages unlock even when you did not complete all the levels in first page though, did you get a chance to see that? I am curious how your playthrough went to better understand how we can improve the progression
Logos Psychagogia
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Thank you so so much! I am so honored to hear all of this! Really I don't know what else to say!
There are 45 levels, 5 screens, wish we could do more but didn't want the game to be too long, as there is a bit of a surprise at the end which is worth checking out, and I didn't wnat to lock it under a lot of difficult puzzles. Maybe 45 is already too much ahahahah but I like it being difficult to get to the end, feels more rewarding once you finally do. Consider joining our Discord so that we can keep in touch
Thank you so much for the kind words! I am gladly accepting entering the game jam club ahahahah I always wanted to develop games, and finally me and my team decided to take things more seriously. On which level did you get stuck? So I can better look at the difficulty progression (for me it is very difficult to understand how difficult the level is, has I know the solution before hand, that is probably the biggest issue in balancing a puzzle game)
Logos (Game Designer) here. Thank you so much for the extensive review! Both for the very kind words, and even more for the construcitve criticism!
M to toggle Music - E to toggle Effects - O to get free stars for the jam (on level selection repeatedly and changing screens to see it refresh)
But even though these feature are in, if you missed them it is still our fault for not conveing this information more clearly.
As for the grid opacity you are probably right, the art department is definitely what we are lacking the most.
Thank you again, I really don't know how to express my gratitude!
I don't really get how much money you should have to not make the fish get angry :(
Other than that I really like the idea, you have to micromanage how much you are willing to pay to get more rooms, therefore more scales, but every new room is farther from the base, therefore requires more time to collect.
It is a simple yet very interesting mechanic, congrats!