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Zshandi

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A member registered Feb 14, 2024 · View creator page →

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Great little puzzle game! I loved the look and feel, and the mechanics were introduced well and gradually. Very interesting that something which might seem like a glitch was taken to be an important mechanic! Probably my favorite I've played so far.

Unfortunately, however, I couldn't get past level 14, which it seems is something others encountered as well. It was mentioned about "controls" and "skill", but I think the main issue here is that there are primarily skill-based levels in what at first appears to be a puzzle game. The controls are fine for the puzzling, and people who make to the higher levels are likely quite skilled at solving puzzles, just not so much at tricky button combos with precise timing.

I think it would work very well if you cut the parts that are dependent on quick, repetitive, intricate, and/or precisely timed button presses. These include level 9, 12, and 14 (and possibly others later on). For level 14, I think it would work if you just moved the heart to the center horizontally, while keeping it where it is vertically. For level 9, if you just cut the need to hit "D" again after jumping and pressing "A", it would be much easier but still retain the same spirit. For level 12, it would help if you moved the heart a bit closer or further down (while still requiring use of the pushing), or even had another platform grow out of the bottom-right corner to catch you as you fall that would be good.

I remember Mark actually mentioning that he had the same problem with Mind Over Magnet, so ended up cutting the skill-based parts. 

Other than that, though, I really liked it :)

Nice game, and interesting take on the theme!

The main feedback I have is that it would be good if the fire was a separate button from the other 2 interactions (say, fire is left-click, while water or village is right-click). I found myself getting frustrated at accidentally clicking trees when I meant to click tribe / water, which is especially easy to do when zoomed out more (which is also when accidental loss feels worse).

Being able to temporarily zoom back in on specific areas might also help with this (say using mouse wheel).

The other thing is that it wasn't clear to me at first the rules for making the water. I realized after that "downhill" in the description meant literally toward the bottom of the screen, but perhaps there would be a way to make this more clear in the game? (or at least say "downhill / toward bottom of the screen" in the description)

Thanks! Yeah, we wanted to have the ball be kind of like the balls from Super Monkey Ball, which I can see does contrast a bit with the flat checker backgrounds. And yeah we didn't have time to make custom buttons, but will probably have that in the next update :)

Thanks, we wanted to make it as smooth as possible. I don't think you need to shrink quickly for that one, just have to find the right spot :)

Thanks, I'm glad you enjoyed it!

Thanks, and glad you liked it! I think I know which level you're talking about, and I definitely agree we could improve on it. We'll probably post an update after the jam with improved controls and other improvements!

Thanks! Glad you enjoyed it. Scroll wheel definitely seems like the most intuitive control for zooming/scaling.