I've made some adjustments, such as displaying a simple control guide when starting a “New Game.”
Thanks you for the advice!
ideacoupe
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I think the tutorial had a few too many steps. I’d prefer short, catchy explanations that let the player discover things naturally.
About choosing between the three rule changes: if these are permanent changes rather than temporary experiments for each run, it feels a little unnatural to me. Also, what I meant about this was partly that the blocks piled up too quickly and made the game difficult for me.
I really enjoyed the simple color-based graphics. The limited colors give the game a nice, clean visual style, and the red claw really stands out.
I also really like the WASD + mouse controls. Using the mouse for the claw makes the movement feel different from a typical platformer, and it’s a clever way to make the claw feel like a separate tool rather than just another button.
That said, I found the game a little difficult right from the beginning. It took me some time to get used to the movement and the claw, so I think a slightly gentler first level could help players get comfortable with the mechanics before things get harder.
Overall, I really like the concept and the feel of the game. The claw mechanic has a lot of potential!
I really like this game! It feels very close to the kind of game I’m trying to make.
The atmosphere is excellent — the graphics, music, and overall balance all work really well together.
The idea of memorizing words to attack is very original. I understand that it’s the main concept, but I also found myself thinking that the game could still be really fun without the word-memory mechanic. Maybe that’s just me, though!
Thanks for making this!
The characters are way too cute! :)
The core idea is really interesting. Rather than feeling like Tetris to me, it reminded me more of Japan’s popular Puyo Puyo, or even Nintendo’s Dr. Mario — but with roguelike combat added to it. I think that combination is quite unique.
One thing I found difficult was that the blocks pile up very quickly. It might feel better if, when you clear blocks, the blocks above them also fall down, like in Dr. Mario.
Also, the operators felt a little too advanced for me. I barely had time to think during combat! Maybe starting with something simple, like multiplication only, could make the core mechanic easier to understand and enjoy.
Really interesting prototype. Good luck with the development!
Thank you so much! I’m really happy you played my game and gave me this feedback!
- The chests and keys are intentionally invisible until you get close. I’ve thought about making discovered chests stay visible, or showing their direction, but since chests aren’t the main objective, I made them a little mean. :)
- The “sickle” is actually a shovel! You can use it to make holes in walls.
I’m also still struggling with how “unfriendly” an old-school game should be. Modern players might move on if they don’t get some fun in 10 seconds. It’s difficult!
Thanks again, and let’s both keep making games!