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Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.

This game is so cute! I don't know what's cuter: the little puzzles or the way the block guy screams when he gets sucked into portals. Either way, I love it.

There were two notes I wrote down with regards to feedback on the gameplay and two I wrote about small issues or difficulties with specific puzzles. I'll cover the gameplay suggestions first.

When the game is zoomed out, allowing the player to see most if not all of the screen, I find it just feels better to look at. However, my suggestion isn't going to be to make that the default. Instead, I'd like to suggest that zooming in and out be a toggle; when you zoom out, you play zoomed out. Doing this, the player can use zoomed out play for when they want to keep the overall puzzle in mind while they can choose to zoom in when they want to focus more closely on something.

I also feel like the fast-forward ability should allow the player to move and to hang onto walls. Currently if you're moving or hanging onto a wall, you stop doing this if you use fast forward. There were several times where this annoyed me as I'd be on a slope or hanging on a wall and just want to speed things up. Maybe this is what the new ability at the end of the demo is; if so, I'd say just make it baseline and give yourselves the room to add a new skill.

Now onto the small fry stuff. First, I believe there's a typo in level 8's title. You call it "Expandable Sleepy," which implies that you need to make Sleepy grow. However, what you end up doing is sacrificing him to finish. This would make it "Expendable Sleepy." :)

There was another level where I had an odd issue. I believe the level was named "Back and Forth," where you need to repeatedly go around a long way on the right to get over to the left. The issue I had was that when you try and push the bounce guy back up to where he started (as you need to start there to get him in position), you can't push him far enough to ensure you can easily move him when you get back. He's instead just slightly short of it and you have to bounce a lot on him to get him to slowly shift over until you can squeeze in to push him. Maybe this wasn't the intended way to get him into position so you can get back to Sleepy but it feels like the right method to me. Hopefully some tweaks can be done to make this route work better.

Hi Hythrain!

Thanks a lot for your invaluable feedback and for your dedication to give feedback to every and each submitted game. This is quite impressive!

We are very happy you liked playing our game ^^

We watch the recording on Twitch and found it both informative and entertaining.

You are the first one to point out the typo in "Expandable Sleepy"! XD I'll fix it quickly.

You are not the first one requesting a zoom as a toggle. I don't see any good reason not to do it :)

Again, you are not the first one complaining about the fast-forward ability. As you have guessed, being able to move during fast-forward is the next level for this ability. Making this baseline as you suggested will have some consequences I'd like to avoid. I'll either find another solution or do what you suggest ;)

I'll do something about the way to bring back Bumpy to the right side of the "Back and forth" level.