What did this game do well?
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The main mechanic of having the platforms connected to the time of day is great, especially since it gets you to think about when is the prefect time to switch between night and day. The level design also works perfectly with this mechanic to make a fun game.
The tutorial level explains the game very well. I learned how to throw a rock and how to switch between day and night. The following levels aren't too difficult yet still requires several tries to clear them. Also the cat is cute :))
Cute theme, extremely fun idea, definitely saw this somewhere like in a game called soundshape, but when put in day n night theme is just cute.
Level design is friendly gives player sometime to adjust for real challenge.
The concept is really cool, even if it's been done before, and I like how the stones are also just as important of a mechanic as the more obvious day/night flip.
The difficulty curve is pretty good.
I also like how you can die in order to spawn at ceiling height, allowing for some pretty sick sequence breaks.
It's a power move to make losing send you back to the first level old-school style but it's also kind of neat.
What a charming game! I really like the art style / aesthetics, and I think the levels are very well designed for a short puzzle platformer experience. Managing to save yourself from a mistaken jump by switching to day or night in mid-air is very satisfying.
The day and night mechanism is easy to learn. The layering is good.
I like the day and night mechanics of the game. It makes it challenging and fun. I also like how the levels are designed to teach you how to use the different mechanics.
I really liked how the instructions were presented to the player. They weren't overbearing, but they also weren't too subtle. I also like how the next level quickly combines the mechanics that you learn from the first.
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What could this game have done better?
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I feel that you could have been more clear as to which platform was going to disappear during day/night.
Maybe put throw rocks and switch time on two keys that are on the same row. It feels awkward to press X and D at the same time.
I think the level are designed in the same pattern, lacks of variation, but otherwise I think it's a really fun game.
Why was the timeshift key not right next to the rock button??
Why is the control scheme XD and not, SD or XC or something else for human hands?
Also I think having textures to show which platforms are daytime only, nighttime only, or both would be cool.
I think my small gripes are mostly to due with visual feedback / clarity. As was mentioned when you demo'd the game, it'd be nice to have some kind of indication of which platforms will remain or disappear when you switch the time. I'd also add that it would be nice to get an indication of the rock's trajectory.
Probably having some branching would be nice
Maybe make it easier to see which platforms can be seen day and night.
It's hard to remember which tiles always stay the same when you switch from day to night. Changing it to a different texture or highlighting it somehow would help
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