Well, I can't guarantee how much time I'd be able to put into it, but I'd be happy to take a look. I've been a developer for more than 30 years and for quite some time I actually helped people beta test games, so I'm used to working with some rough stuff where software is concerned :)
rustysabre
Recent community posts
Yeah, I grew up on this kind of game, so I'm used to hovering around EVERYTHING to try and find interactive objects :) I did mean to mention the ruler thing, as well. The first time I did it was after I had already caused Rhonda to storm out of the room, but she still complained about it! I guess she was yelling at me from the hallway? Anyway, I know this game was totally for fun and silliness, but if you feel like tweaking at all I would suggest either not allowing that once she's gone or having a different response from either the werewolf or Klaus. And yes, I know that's a lot of explanation for a what is effectively a sight gag :P
So, I pretty much concur with all of the sentiments already expressed. It was a fun little game, switching between the dog and ghost was cool, and the controls were sometimes frustrating (mainly when the wall jump and glide were competing with each other). And boy was that ending cruel, especially after dealing with the hall of ghosts :)
That was cute. In an era where it seems like most hidden object games have to be "adventure" games with a plot a mini-games and all that, it's nice to see one that goes back to the basics of just finding objects. The interaction is nice and somewhat novel (once you figure it all out), and the visuals are great.
I would say there are two main issues for me. The first is that it was sometimes hard to figure out what exactly you were trying to accomplish. In the end I was able to complete it, but it just felt like some goals should have been a bit more obvious. Second, some of the tasks were just tedious. If you're going to have several "get multiples of these" quests, maybe a few less items per, specifically the cats and birds. And while searching the windows was clever, that was also a bit much, especially since the interface to drag open the windows was a bit finicky.
Overall, I think this is a great start to a hidden object game, and I hope you have plans on expanding it in the future.
So if I'm reading the little bit of discussion that I can find on the topic correctly, is the only true "save" when you complete a section of the game? For example, I was down to "one task left" on the garden cleanup and I had to quit. Now I have to play the whole level over? Not sure how difficult it is to implement a "save on demand" feature, but that almost seems like a necessity in modern gaming.
I enjoyed this as well. Might be the first game of yours I've actually finished :) It was a bit frustrating not knowing how much progress you were making in the boss battles, and the pseudo 2.5 D-ish? visuals sometimes made it confusing, but overall it was a nice journey for the few minutes it took.
So I realized I forgot to actually comment about the game (that's what happens when it's late and you're tired!) I love the aesthetic. It reminds me of the old Saturday morning live action kids' shows where they'd doodle something on a drawing board or something and it would come to life. Obviously the game play is quite simple, but the atmosphere is so compelling that it manages to suck you in until that last upgrade is complete. Good job!
Saw that there was a Windows download update for this and had to play it again because I honestly couldn't remember what it was. Still a great little game, and while it's a simple technique that I'm sure has been used in plenty of games, I love the streams created by the fans. For some reason it seems to work better here than in so many other games that implement something like it.
Very nice. It's like tower of Hanoi but not as stressful :) It would be interesting to see if there were other mechanics you could throw in there (not sure what, but that's why you're the game developer!) I agree with theColorCyan that maybe there could be something more to the "glitchy" ones, but at least it adds a bit of variance.
I liked the visuals, and as already mentioned it had somewhat of a Limbo vibe to it. As much as I hate to say this, I would consider not having the respawn feature, or at least having it less frequently (or maybe that would be something to consider if you expand on the experience). I didn't even realize there was stuff I could throw, or that I use actually supposed to "use" the sound creatively, and I still finished the game in just a couple of minutes. I think it's a great start to something, though.
I'm not usually a big fan of "twitch" games, because I'm too twitchy, but this was a lot of fun. The visuals are great, too. So if it's not too spoiler-y, and since I'm not sure I have the fortitude to play through it again, is that key in the third screenshot actually in the game somewhere? I don't remember seeing it.