I thought I'd clicked all the animal panels. I must have missed the correct one.
RichardBartle
Recent community posts
Nicely-introduced tutorial elements at the start, with puzzles gradually adding more difficulty. At times I wasn't sure why I wasn't able to rotate what I'd picked up (especially before the concept was introduced - I'd read the instructions and was expecting to be able to pick things up from the start). Overall, a sweet, inoffensive game for kids and adults alike.
I had minor issues figuring where the objects would go when I tried to place them, and it was hard to predict where the adventurers would go, too (showing a line to indicate each one's path would be useful). Also, at the start it wasn't obvious that each adventurer had a trap to which they were immune. All that said, this was an interesting and enjoyable puzzle game with a lot of potential. Link those levels together with a story and you're in business!
I had trouble with the controls (as an MMO player, space is jump, not W!) and I had problems with the jumps (even ones I had to keep doing because I failed others). For some, you needed to walk off a platform and then jump; for others, if you did that you'd fall first. It certainly had an air of classiness about it, though.
Well the bow character was in an area in which there were two eyes wearing clothes that stopped him (?) from standing on a pressure pad and wouldn't die. The shield character never made it across the brick wall and was in an area with an eye that was shooting at him (?) when it saw him but otherwise leaving him alone.
I could learn to play by watching the video. The thing is, people who play this game in the wild won't read the instructions or watch the video or talk to the developers, so you need to account for that. I'm sure the game is fine - other people really seem to like it - but coming to it cold like a newbie would, I had problems. This is the kind of thing it's often useful to know, which is why I do it (I've done it for all the games I've played, by the way, I'm not picking on you, honest!).
So I'm meant to figure out that I should shoot an electric box above the door in order to escape the barber's shop? All that hopping onto chairs and work surfaces, knocking things over, is irrelevant?
If that's the first puzzle, it makes it unlikely I'm going to be able to figure out what to do elsewhere.
Yes, I did try double-jumping (it told me to). I banged my head on the ceiling.
I've taken your advice and done the hookshot. That got me across the gap. Why was I told to double-space then?
I'm now standing between a worm and a wall repeatedly left-clicking like it says to do, endlessly watching a line come out of me and the worm move.
It's possible that the player ran out of blocks. I guess somewhere it tells me how to get more blocks. I thought destroying mountains might do it, but it didn't.
The buff may well have been explained in the rules, but you made the classic mistake of assuming your player will read them! I tried mousing over the indicator to see if that would tell me what it did, but it didn't.
By "turning turtle", I mean that if all the players play defensively, nothing happens except that when you attack you lose.
The opening credits are great and left me with high hopes. I had no idea what to do in the game, though. The hints in black-and-white land didn’t help, and all I managed to do was press random buttons on panels next to animal heads and fail to reach a floating lute. I’m sure there’s a lot more to this game, but I didn’t get that far.
I lost the first battle three times. When I did get past it, I bought three more ships, then lost the next battle. I'm beginning to suspect there's more to battles than simply putting the right ship in the right spot and watching it get shot to oblivion.
It would be nice if the pop-ups went away when you activated them (clicking "Mine" or whatever), and if they didn't appear at all when you returned to a place where the resource is already spent.
The grub-racing game made a lot more sense when (playing on a keyboard) I realised that the WASD controls were absolute, not relative.: W is north, not forward! I was playing alone, but didn't figure out how to win it. For all the games, I never really gathered what the occasional timed marked in the centre did.
It's basically several games of a similar theme collected as a suite, which would work for couch play if extended to that format.
The music was fine to start with but after 5 minutes of it the repetitiveness got to me. The gameplay had a bit more variety but was starting to become repetitive too by the end. That said, the level design held up well and was nicely graduated for increasing difficulty.
Not knowing where I was supposed to be going was frustrating. I just tried to get as far as I could without being seen, which seemed effective but I had no idea how far I was from the end of either the level or the game.
Playing on the PC, I wasn't used to the inverted mouse controls, which made it tricky. The camera tracking was clunky, too - at times, I couldn't even see the character as she'd wandered off down a corridor and the camera was facing down a different corridor. Sometimes, she was walking directly towards the camera. Sort that out, though, and you have the makings of a very atmospheric game here!
The text we have to read was fine when it was in her head (although the sound effects were louder than they needed to be). When it wasn't in her head, though, it needed to pause at the end of each batch. I'd have put it in the same window as her thoughts, personally, and made the window resize to fit it.