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Croquis's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #97 | 2.840 | 3.667 |
| Overall Fun | #113 | 2.840 | 3.667 |
| Sound/Music | #113 | 2.582 | 3.333 |
| Art / Graphics | #127 | 2.582 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Puzzle
Mystery | Advenure
Rating
Family Friendly
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Comments
Overall I did enjoy this one but think that some things could be a tad clearer, and there needs to be some music I feel.
Thanks for playing! I'll watch your VOD.
Yeah many things are planned, like music or more options on the pause menu, but I wanted to keep it simple for now, to be ready for events like this one
You're not the first to be confused about some of the puzzles, the way they are presented and their lack of hints, I'm thinking of ways to improve that
Thanks again :)
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
This is a fun way to do a puzzle game, though I'll admit that I wasn't a fan of a certain part of its execution. See, the moment I saw the paper with a grid of dots, I was immediately reminded of Dots and Boxes. So in my head, I had assumed that I needed to follow the rules for Dots and Boxes, which meant doing a line between each sets of dots. Yes, I still thought this when the game told me to use "as few lines as possible" as, in my mind, I thought five shorter lines would be counted as one. It took me too long before I realized it wanted me to just skip to the end point. Now whether you want to use this as feedback or not is up to you.
In terms of things that I do plan to give feedback on, I found doing the one block puzzle to be annoying. It relies on being very precise with where you're aiming, relying on a specific block in each piece. When you can put the piece down it shows the silhouette but not if you don't have the room. This leads to the player trying to figure out what spot they need to aim at to set the block down. I think this would be improved if instead of not showing anything if not a valid spot, it showed the silhouette but it was in red as well as indicated it couldn't fit. That way, players can see the shape and see how it doesn't fit. Another issue I had was trying to put the blocks down. There were times where I wanted to just drop a block on the ground to grab another one, but I couldn't do so; I had to first put the block I had on the grid. Even if it's not in the green box, though, it adds to the visual chaos. Making it so the player can drop the blocks and pick them back up would be a good idea.
In a similar vein, the one puzzle where you spin the board was a little... sketchy. By that I mean not only do you need to draw the puzzle correctly but you also need to figure out the correct orientation. I ended up taking a lot longer on the second part because I had the orientation but not the drawing right, so I ended up trying different ideas. I think this is where a small, casual hint could work like what you did in the last puzzle; just a little drawing on the control console that indicates the way N should be. That way, the player doesn't need to guess if what they're trying is the right idea.
The last thing I want to talk about is the framerate. So I don't have an amazing PC, but it's still okay. It's able to handle me streaming games normally. However, I noticed a huge drop in framerate whenever I was inside any of the puzzle rooms. Outside was perfectly fine, however. I suspect this is due to the number of objects in each room and a lack of optimization. I highly recommend being proactive on optimization, as it'll save you time in the future.
That's all from me! Keep up the great work!
P.S. Where the heck is that third purple post-it? I got the ones on the spinning puzzle and on the roof of the last room.
Hi! Thank you so much for playing the demo, and for this big review!
A lot of feedback here. Improving puzzles so that they accept any number of lines, as long as the final "drawing" fits the solution, is definitely a thing I will be working on.
Also, tons of good ideas for room 8 (the one with the blocks you place on the board).
For room 7 (the one where you spin the board), I will be thinking about ways to make it more comprehensible; the idea was that each section represents a number drawn by the "shapes": 1, then 2, then 3. But I can probably make it more obvious!
Finally, yes, I have to admit so far I haven't taken the time to work on optimization, I'll investigate some ways to improve on that for the next demo patch
Thanks again, and I'll go watch the VOD as soon as I can :)
PS: the other post-it note is clearly unfair haha, it's in room 5 (where you get the screwdriver), you have to go upstairs, walk outside on the sort of "balcony", and do a jump with mid-air control to reach the other side of the barrier, then you can walk behind the building and find it
"PS: the other post-it note is clearly unfair haha, it's in room 5 (where you get the screwdriver), you have to go upstairs, walk outside on the sort of "balcony", and do a jump with mid-air control to reach the other side of the barrier, then you can walk behind the building and find it"
... I KNEW IT. I HAD A FEELING AND WAS EVEN TRYING THAT, BUT COULDN'T PULL IT OFF AND THUS THOUGHT IT WASN'T POSSIBLE.
Hi there! What a great idea here. I think you have nailed the difficulty aspect. A lot of the times puzzle solvers can be quite simple, but this one gave me a run for my money. It gave me Portal 1/2 nostalgia which I assume was inspiration for the theme. Controls were easy to use and marking the paper was not a problem at all. I do like the intuitive erase of the the lines, it just felt natural. I'd really love to see some texture on the white walls - lots of opportunity for fun easter eggs in wall paintings and wallpaper. I'd offer suggestions but I'm sure you've already got a plan! I think having more moving objects in the room/scenes can add some visual flare. The stillness of the level can make it feel very lonely. I really can't say there was anything I disliked, it's a great concept and a wonderful execution. Perhaps the UI prompt for putting your paper into the feeder could be enlarged. Overall amazing work!
Just like you we too are seeking feedback for and would love if you could spare a moment to try out our game. Feedback of any kind is welcome so don't hold back! Thank you! /jam/feedback-quest-8-indiegames-x-indie-streamers/rate/3773442
Hi! thanks a lot for your review, I'm glad you enjoyed playing the demo, and your feedback is very valuable, so thanks again :) About your game, I'm on a Mac, but I happen to have a Steam deck as well, and apparently your game runs on it, so I'll give it a try!
Interesting concept. I'm not 100% sure I found the challenge of drawing out the floor plans "fun" or more like homework at this time.
It wasn't clear initially that you have to draw them relative to the north marker. Adding some sort of "move" whole drawing tool might help with this. Several times I found myself having to erase and redraw as I was slightly in the wrong grid space - and that felt like it could have been smoother, if I could move what I had drawn already.
I struggled the most on room 5 and was going to give up until I clicked on the feedback link and found out about the secret panel and then immidiately got what I need to do.
After room 5, I sailed through until the last level (room 9) with the mechanical trampolene, and what looks like a crouch access area (that I unscrewed). I just couldn't work out how to make the trampolene jump, or how to crouch under the panel. (If either of these was what I needed to do) and so I eventually gave up at ths point.
Presentation and implementation seems nice and polished. Good atmosphere and vibes of a weird space station, but I'm not sure this is a puzzle for me, but I'm sure others could be hooked.
Hey, thanks for playing my demo! Yeah you're confirming what I was afraid of: the concept is more tedious than it is actually fun. I'll try to think of ways to improve that. And you're the second person to tell me the trampoline puzzle was too complicated, I'll definitely have to fix that
(I really want to try you game but I don't have a controller at home right now; I almost found out all the keys to play it on keyboard, I'm just missing the key to "grab" with the right hand!)
I would love you to try my game - but I would have to say playing with mouse and keyboard is probably a negative experience at this time. If you can find a controller then please give it a go, would love to hear your thoughts.