Hi to everyone and anyone! Thank you for even opening my itch page. I have a few planned updates I wanted to leave here to be open about the development and what my focus is.
System Accessibility
Currently the game is only available to PC users, I would like to get a webgl build up and running so that anyone can play. That goal took a backseat while I made my video, once I am done working on my Brackey's game jam game it will be the first thing I do!
Tutorials
Tutorial improvement. I have gotten a variety of feedback on this, but pretty consistently there has been issues with a couple tutorials and guided access to information. I plan on moving the Map/Return to checkpoint tutorial earlier on so you don't have to suffer without it for half the level. I also want to provide a more 'hand holdy' explanation of the mechanic to limit the confusion in how it works. I've seen a few ways, that are very understandable, why users felt the mechanic was 'miss behaving' when it actuality it was working and the user had not been told clearly why it was working that way.
User Interface
The UI currently in the game was very hastily designed and not well thought out. there are some obvious improvements like adding a options button to the main menu. I like making UI a lot so I am excited to make more! :D
Inputs
Currently 'E' is a instant interaction for both grabbing objects and using tutorials. I am planning on making tutorials 'hold to interact' to prevent accidentally dialogue pop ups.
Dialogue
Currently the player isn't locked in place while in dialogue, I think I am going to change that so you are locked.
Audio
I have a whole new set of sounds to use for every action in game, made by your truly, Michael the music man, looking forward to putting them in a live build!
Gameplay
Don't read this if you have not played yet since I don't want to predispose you to thinking about something.
A pretty common feeling right now is the falling in the game is rather rapid for a puzzle game, adding a level of difficulty after you have already spent time figuring out the puzzle. I didn't tune the movement for this version of the demo because it likely would have meant a refactor of the level, and I wanted to release it. But know that I am planning on updating the movement to be less aggressively working against the player in the air.
Another change that I know is coming is change to the feel of pushing boxes, currently they are too slippery.
Final Notes
Any and all constructive feedback is welcome. There is a lot to do, and I am sure people will find more to throw on the heap!