Hints !




Ran a small playtest session recently. One thing became clear: the text-based hints for rune connections weren't working — players didn't understand the mechanic just from reading the text.
Thinking about switching to GIFs (either GIF + short text, or just GIFs alone) to show the mechanic directly instead of explaining it in words.
Curious what others think — does visual-only explanation usually work better for you as a player, or do you still want some text alongside it?
Hey everyone! Just released a demo of Kajeti - a reimagining of my earlier game Yanga, now set in ancient Georgian mythology.
20 levels, portals, fire/water tiles, and a light narrative. Currently focused on level design and mechanics - art is placeholder for now, final visual style is still in the works.
Would love feedback on difficulty and pacing!

Thanks for the feedback :)
1) Increased the movement speed, but initially the speed had to be collected with coins. Removed this ability from the coins and now they are useless.
2) In the camera, I made scaling on the mouse wheel. But for some reason in the web version the mouse wheel behaves incorrectly. I also understood what you are talking about. Such cameras were implemented in early 2D games.
3) Used ready-made assets.
4) I watched a video of the walkthrough of Mole Mania on the Gameboy. A very interesting game, thanks for the tip :)