Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

Thanks!

Yes, maybe adding the word "Turn" to those two buttons could avoid the initial confusion. I was hoping that people would simply try the commands out, see what happens and then understand it. I am guessing "up" and "down" are equally confusing, if not more so, because after turning their meaning would change. At least the meaning of "left" and "right" remains consistent from the island's point of view. But you are probably right and I should expect some people will give up when something is not directly obvious.

(3 edits)

The "trial and error" was the thing I did actually, and I like this mechanic, but it is a mechanic that should be implemented in one of the first levels with a flat difficulty curve. If people is supposed to explore and understand how a game works, it becomes stressful and unwanted if the game itself changes its difficulty or mechanics while people is trying to learn the game via trial and error. It is not about something being "obvious" since I hardly believe people would have fun with an obvious game, and I personally found your game really fun. I had a couple runs... it's just about creating a ground on which people is free to learn the mechanics while understanding what actually is going on.
I'd make some features (like commands or point of view) more intuitive more than obvious  :)

(+1)

I see your point. Yes, it would probably have been better if you cannot get cursed during the tutorial stage. Something to remember for next time!