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saltygirafe

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A member registered Oct 01, 2017 · View creator page →

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I really like the concept, you basically reversed the theme into how to sever connections haha well played! Lots of information to manage at once, but in a fun way with easy to follow instructions and smooth controls. My only complaint is that I could never find enough cupcakes…but maybe that's a skill issue.

Pretty original resource management game, with managing spoons and appetite and socialization skills. It was a neat idea.

Loved the arcade carpet vibe of the background, it really gave it a unique look that also helped make the simpler shapes of the people and food stand out against it. Good use of color to differentiate enemies, though the green circled people confused me at first when they shot me (had to go back to read the tutorial to confirm).

It was a fun little experience that shows a good understanding of mechanics, and for a 7 day game it has lots of potential! Things feel balanced and everything seemed to be working as intended, which is a good indicator that more time would have only added polish, as the concept itself was strong and on good foundations already. Very good job, can't wait to see what comes next!

Loved it! Very fun gameplay and very well explained step by step before putting the player in the harder execution. I'd advise not to put the reload (R) button right next to the connect (E) button, because I've definitely restarted an almost complete level by hitting the wrong one by accident. Maybe use Q instead of E, or even the Enter key.

Adored the style of the graphics, it all helped with clarity of image a lot and each element stood out nicely against the background without creating clutter or confusion. 

The slow build in difficulty was smooth and didn't feel punishing, which I always like in these puzzle games. Every step felt earned and rewarded.

This might be more of a personal take, but I would make the obstacle robot a different color. Just to make them even more obviously deadly. They turn red when paused, but maybe invert that and make their base metal red, so they can turn grey when they are paused? Obviously this is a nitpicky detail because I'm trying to find things to critique in a very well made game!

Very fun to play, I'll likely continue playing it in my free time.

Smooth gameplay — I noticed some screen tearing in parts, but I've been opening so many games the past few days it could also just be my computer begging for its life — throughout, very clear controls though I would suggest not mentioning the use of the SHIFT key until it comes up. I was trying to pull every single object around me and it never worked! 

I'm wondering if there is a point other than for ambiance to have such a narrow field of view? Especially when the camera pans away for wider exploration areas, it makes it a bit difficult to know where we're going but it does add to the eerie feeling, so maybe it's just a question of balancing that feeling with a slightly better visibility, or a different way to hide details from the player.

I really enjoyed the concept of the vague memories and finding letters and photos scattered through the forest! My only caveat to that would be to make the initial dream sequence shorter, or have it be more dynamic to avoid making it a long string of text to get through right after a glimpse of gameplay. This could be a consequence of having such a short amount of time to complete the game, but if you plan on continuing to work on it I would start there. Put the memory/dream sequence that happens immediately upon moving either before dropping the player into gameplay, or a little further ahead. It was a bit jarring to be cut off by a white screen not even ten seconds into starting when I was allowed to move first.

There was a bit of a disparity between the king's gameplay and the queen's gameplay, but that only means there's lots of room to add things as difficulty ramps up! It was really fun to see how you integrated the theme and turned it into a unique gameplay experience, giving both characters a completely different playstyle. I could see this lending itself to multiplayer really easily, and that's always fun to consider, but it loses nothing by being single player.

The interactivity between the top and bottom of the screen was ingenious, and I had loads of fun figuring out the puzzles. I would advise making the queen's tiles a more contrasting color from the background, because I missed them and thought they were a tutorial graph for a second in the beginning.

Very smooth gameplay otherwise, it was very fun to play!

Fun gameplay that took me a little while to understand but was fun once I did. I would go with a progressive tutorial rather than a page for this kind of game, as it can become pretty complex and retaining this much information can be hard on a first try (especially since the tutorial is its own level basically, and is not available while playing the game). If having each step presented to the player as it goes isn't something you want to do, then at least having the tutorial screen be tied to a key that can overlay it at any time would be a big help to ensure players don't forget information in the middle of their challenge and can continue without needing to leave the game and restart in order to access the tutorial screen again. But the gameplay works, and is engaging to get into. The colors provide good contrast to ensure visual understanding of what is going on, and the stats are displayed cleanly in easy to see places. Good job!

What a cute concept! Good play on the theme, with the letters connecting people mailbox to mailbox. The arrow was always pointing me in the right direction, and it being positioned with under the timer helped immediately show me I was in a time constraint so very good UI there. The controls worked as advertised, I would only advise to make the driving a bit less wild. In driving games it's important to make the driving the central part of the gameplay even if the story is elsewhere (focused here on delivering letters). If the driving doesn't feel 'good', it can make things frustrating for the player. The truck overshooting when trying to turn made it difficult to handle, and with the addition of the timer sometimes made it feel like the game was trying to make me fail actively rather than allowing me to fail on my own.

Don't make the gameplay the player's main concern, make the game mechanics(getting the letters, reaching the right house)where the difficulty comes from. I'd simply adjust how wide the truck can turn or go past a place once direction is changed.

oh thank you! I will go and fix those right now, good catch

Tell me what you think of the story so far, or if the choices are fun! There isn't a lot of in depth gameplay in this prologue, but tell me what you think!