thanks for playing , it definetly had a bit too much aimless wandering , markers is a great idea , that way the planet can be bigger too without feeling lost
Emilgod
Creator of
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love the low poly aesthetics, the town was nice looking especilally the church had a rly nice sense of scale , very interesting mechanic too fits the theme quite well
i manged to save the falling church guy but the haystack and explosions went unsolved , cranking was getting quite tedious trying to figure out the solutions
really cool idea for the theme , was a nice vibe playing the game but i got stuck after freeing the dog , couldnt fit into the hole normally but if i entropied the dog smaller the controls stopped working when i swapped to the dog , tried a few times
the UI follownig the player was a bit jarring , maybe thees a nicer solution to it
thank you very much for recording you playthrough , we will definetly check out your game too!
seeing a new players experience is very eye opening what could have been done better , what bugs we missed, if the mechanics are intuitive or not , stuff like smooth turning felt fine for us but we didnt consider that others might prefer snapping , having to jump at lvl 3 was just a oversight we didnt notice that the platform didnt extend far enough even though we replayed through the entire game every time we made changes
we could have done a better job at initial levels to explain what the mechanics are so when they were combined at lvl 4 and beyond it could have been a bit more obvious what to do
for level 4 you want to get the ball past the red zones to the ball switch, activating that will let you to the small platform to throw another ball over and to use the pressure plate to access the switch that opens the door
you can also hold trigger to grab stuff from further away


