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(1 edit) (+1)

Hmmm, that's difficult.

I think that one of the problems is that people don't often encounter a mechanic like this, it's pretty unique. That might be it's strength and it's curse, because since I wasn't used to it, it wasn't intuitive to play at first. I got the rhythm of the game eventually, but it took a while.

Something that might have helped me was if there was a tutorial section, where you have very simple levels displaying the basic mechanics, such as the spinning (which was very cool, congrats) and getting used to the pushing, and possibly a combination of both. At the end there might be a slightly more complex level, which would get ppl ready for the real levels.

I'm really not a game developer, so idk much at all, but it seems to me that the difficulty ramp was very sudden. Maybe if you
smoothed it out a bit, and took it tiny steps at a time, it might be easier for ppl to grasp.

EDT: I read some of your comments below, and I totally get why you'd want to make it more of a discovery thing, it was definitely very satisfying for me when I figured it out. So, idk really. I've just put my two cents out there, hope it's helpful

Thanks for the game!! :)

Thanks for the feedback! I did upload version 1.3, which splits 1 of the earlier levels into 3, so hopefully that helps a bit more.

One of the things I love about these styles of puzzle games is the discovery of how the mechanics work … Which might be a bit of the game’s downfall. Where most games usually show the gameplay or selling point up front.

Since this was for a game jam, I didn’t have that much time for testing. Though for the little that there was, people were struggling a bit. Unfortunately, I’m working in pico8 and decided to limit it to a single “cart”. There probably isn’t much more that I can do to fix the tutorial issue.

I do somewhat envision expanding this into a full game. Though definitely will get more testing if I attempt to.