Love the vibe of this game, big fan of the isometric perspective (even if it causes some pain when you're racing around as fast as you can) and a very big fan of the lighting.
I didn't understand how 'a certain room' related to the 'oops-all-spikes' room until I had already beaten the game through trial and error, and initially thought it was just a dead-end. When I saw your 'all info for progressing is given in the game' response to a comment, I went in for a second look and finally cottoned on.
There are interesting design choices in this game that I really dig, such as the multiple solutions to getting through rooms, and the way the faster solutions are hinted at once you've done it the slow way. I had a really nice 'thinking out of the box' type moment in the main room which felt great, on my second play.
I don't think I was quite able to appreciate it until my second go around, and my first made for more of a frustrating experience. I'm not sure how you would go about bringing that discovery to the player sooner, if you even want to, but I think you've got some nice ideas in here that may fly under the radar.
I started to feel stupid, dying again and again on the same trap, like, I can't even remember a trap from 2 seconds ago :)) I really like the art style. The controls took a little to get used to, and I entered in a lot of traps because of that :)) but overall I liked the challenge. Congrats
This is such a fun challenge. I really like the art and the game play and the whole trial and error feel to the game. The controls took a bit of getting used to, but this was awesome overall. Great job! :)
cool artsyle and feel, it ran smoothly overall! surprisingly challenging controls wise orienting myself, but i eventually got the hang of it. couldve been nice if the room on top right wasnt just trial and error in terms of figuring out the path
Comments
YAY !
I like getting meta information in the game to help me progress.
Love the vibe of this game, big fan of the isometric perspective (even if it causes some pain when you're racing around as fast as you can) and a very big fan of the lighting.
I didn't understand how 'a certain room' related to the 'oops-all-spikes' room until I had already beaten the game through trial and error, and initially thought it was just a dead-end. When I saw your 'all info for progressing is given in the game' response to a comment, I went in for a second look and finally cottoned on.
There are interesting design choices in this game that I really dig, such as the multiple solutions to getting through rooms, and the way the faster solutions are hinted at once you've done it the slow way. I had a really nice 'thinking out of the box' type moment in the main room which felt great, on my second play.
I don't think I was quite able to appreciate it until my second go around, and my first made for more of a frustrating experience. I'm not sure how you would go about bringing that discovery to the player sooner, if you even want to, but I think you've got some nice ideas in here that may fly under the radar.
I started to feel stupid, dying again and again on the same trap, like, I can't even remember a trap from 2 seconds ago :)) I really like the art style. The controls took a little to get used to, and I entered in a lot of traps because of that :)) but overall I liked the challenge. Congrats
This is such a fun challenge. I really like the art and the game play and the whole trial and error feel to the game. The controls took a bit of getting used to, but this was awesome overall. Great job! :)
cool artsyle and feel, it ran smoothly overall! surprisingly challenging controls wise orienting myself, but i eventually got the hang of it. couldve been nice if the room on top right wasnt just trial and error in terms of figuring out the path
Thank you very much! Rooms are not supposed to be trial and error, all info for progressing is given in the game (hopefully in an understandable way)