yes henlo would you please pick a card!!
MatthewLacker
Creator of
Recent community posts
Hey there thanks for playing!
I agree with your point about the controls, there are a lot of overlapping actions and its not really clear what does what.
I think jump needs to be be kept a separate key otherwise it conflicts with ladder climbing/ladder mounting. But I should at least mention it in the tutorial.
S/down should allow you to pick up and drop pots, but I have been having some issues with the tutorial section causing that to get bugged. Hopefully should have it fixed today/tomorrow.
Wow nice job -this idea went a lot further than I expected it to!
Very difficult as well - I managed to get as far as this level:
There was one level in particular that I thought was really clever - the one where the portal is directly below you but there are ~5 floors of button blocks that you have to open. I thought I had to send 2 orbs with a specific timing gap, but had a nice "a - ha" moment when I realized the solution.
I thought the jumping felt a little/slow or unresponsive, and that there was a small delay between the button press and shooting an orb. But since the levels are designed to be played as-is it didn't bother me too much.
One very small gripe is that there should be some kind of level intro text - just a number would be fine. There is a a level I encountered about halfway through my play that looked similar to the first level, and I thought that the game had looped back to level 1. I almost closed game because I thought I had beat it. Something like "Level 12" at the start would let me know that I am looking at a new challenge.
Anyways - nice work! I really enjoyed this
I had the same experience as Broquaint - the first level took me quite a few tries, but then I was able to get to Grandmaster (and beat it!) without too much trouble.
This is a great successor to Purple Paths, the two game feel very cohesive even though they have completely different approaches to puzzle-ing.
Also I think I spotted a tiny eggplant (!?!) but I cut the grass to quickly to get a good look at it.
Thanks for submitting - I enjoyed reading your plans for what else to add to the game. Its a cool idea and I can see a ton of potential in terms of stacking objects and having different arrangements of platforms and pulleys. Kind of like a Lovers in a Dangerous Spacetime type thing where platforms and pulleys are a "vehicle" that you have to pilot.
Also props on getting moving platforms to work, those are tricky!
woops - I shortened the week to two days to test the End of Week screen and I guess I never put it back : (.
For everything else I completely agree. I wanted the interface to be essentially painless, and then use the couriers shortcomings to create unforeseen problems. I didn't end up having time to do either of those things really, but it is something I plan to go back to eventually.
Thanks for playing and for the feedback!
A charming delivery game. I had a bit of trouble reading the numbers/address as they zipped past, and the "help robots" text was a little to fast for me to react to properly - but the zipping itself felt great. Big fan of the architecture as well.
So glad to see the smiley character from Void Seeker make another appearance :D
I watched my girlfriend play this for almost an hour. Even though its quite empty there's something very suspenseful about looking for water and new items. I think we ended up getting the pick, knife, dousing rod, gold dubloons, shovel, eggplant, and encountered the silent nomad.
At one point a cactus spawned on top of a disturbed ground/x marks the spot and we got extremely exited thinking it was something new. We did not end up finding an ending but had a very pleasant time.
Great atmosphere and animations, would love to see this fleshed out a bit more but I appreciate the simplicity as is.
I agree with what others have said about the umbrella tilting being a little bit annoying. Maybe it would be easier to see and correct if the umbrella tilting was constrained to one dimension (as in it only tilts from left/right).
I kind of enjoyed waiting under bus shelters, even if it diminishes the difficulty, it really captures the experience/frustration of momentarily seeking shelter from the rain. Ultimately I enjoyed this more as a caught in the rain simulator than as a skill game.
Good work, really well put together!
I agree with what others have said about the umbrella tilting being a little bit annoying. Maybe it would be easier to see and correct if the umbrella tilting was constrained to one dimension (as in it only tilts from left/right).
I kind of enjoyed waiting under bus shelters, even if it diminishes the difficulty, it really captures the experience/frustration of momentarily seeking shelter from the rain. Ultimately I enjoyed this more as a caught in the rain simulator than as a skill game.
Good work, really well put together!