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(+1)

Honestly, I had a lot of fun playing! I was wondering how the game would keep adding twists and introducing new puzzles, and I was pleasantly surprised by how creative and ingenious some of them were.

I took a few (maybe more than a few) notes while playing:

  • Movement: The character gets stuck on walls while running. You probably know what I mean, but the player should slide along the wall rather than getting stuck on it.
  • Typewriter effect: It feels a little slow when reading quickly.
  • Picking up objects: Having to both look at the object and be close to it felt a little unintuitive. Maybe you could have the player automatically pick up an object when they’re close enough, without needing to look directly at it. It could also help to have different highlights for when an object is pickable vs. being carried.
  • Carrying objects: I think it might feel better to have the object attached to a certain radius around the player and controlled by the cursor, rather than physically carrying it around. The physics made it feel a bit cumbersome at times.
  • Room 11: Small typo in the dialogue: “Inconvenience” is spelled “Inconvinience.”
  • Room 11: It was pretty hard to understand that you had to wait for the door to open after some time. I would add some indication of a timer or countdown on the door.
  • Room 14: I’m pretty sure I solved this in a way you weren’t intending. I managed to skip the alarm door by simply teleporting the big cube onto the button.
  • Difficulty: I felt like there was a pretty big difficulty spike around levels 10–12 that almost made me quit. After that, though, the difficulty curve felt much smoother again.
  • Room 18: I don’t know by what miracle I managed to solve this one haha. I did something that worked, but it ended up putting me in a weird situation. When I went into the next level, I still had a timer active, so I got teleported back into the previous level after it had already been closed off. I had to click “Restart Level,” which fixed the issue.

Unfortunately, I had to call it quits at level 20 since I couldn’t figure out the puzzle.

Anyways, great work on the game, and good luck with the rest of the development!

(2 edits)

Thanks for such detailed feedback! Regarding your suggestions:

  • Will take a look at sliding 
  • Will adjust typewriter effect 
  • Not sure how to improve this yet, but will try to improve this aspect. Unfortunately I do think being close and looking at least somewhat in the direction of the target will remain, as I need to ensure you can select between objects if they happen to be very close to each other.
  • For carrying will consider this, although i need to ensure that the object remains physical during entire drag state
  • Room 11: adding a countdown to the door is genius, and I have no idea why I haven't thought of that before. Also so fitting with the theme :)
  • Room 14: will check, although some of these puzzles have multiple solutions. EDIT: nah, you're right, that's a cheese right there...
  • Regarding difficulty, I'm still trying to work out teaching these mechanics, and the bulk of it comes to levels 10-12. 
  • Room 18: yeah this is known issue. I made the player teleport mechanic, but still hasn't figured out a counter mechanic to control it... So that puzzle has an unfortunate circumstance of being possible to solve it only for 5 seconds