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I am just gonna begin with, that I didn't get past level 4.

I feel like this could be an amazing puzzle game (at least a better one than the one I created for this jam). The mechanics are really innovative even though it's base is just a sokoban game. A big problem is that the first big mechanic is rather clanky to use. I feel like this would have been somewhat alliviated, if your last moves or even the moves you'd do when pressing z would be shown. I also would have liked a reset button for the current room, as sometimes I made a small mistake making me get all the boxes away from walls and a reset just would have been easier.

A mistake which I also made in my game is in the level design. You have lots of cool mechanics but you don't leave room for the player to fully grasp them/get used to them. The first two levels show the player the basic movement and mention Z and ESCAPE. The third level then uses those in a new way, maybe Z and ESCAPE should have been mentioned here or there should have been hints torwards goin into a previous level. Anyway the third level also introduces doors... which don't work like in other games. This would be fine, if you didn't introduce two new mechanics in the same level. I spend a few minutes trying to find a solution with the door. Then in the fourth level you immidiatly seem to introduce another new mechanic, while I feel like the previous one wasn't even properly introduced yet.

I understand that it's supposed to feel like bugs, but the gameplay takes a big hit without a proper introduction of the mechanics.

Thank you for the detailed feedback.

  1. You can reset any room from the pause menu. 
  2. The concept of the third level is that the doors collision is bugged and so you must use/discover the undo bug to get around it. Not sure exactly what you mean with 2 new mechanics? You only need 1 of the 2 here. 
  3. I agree with the fact I probably needed some way to hint at going to another level (doesn’t have to be previous one - they are all unlocked for a reason and can be completed in any order it’s not a linear set of puzzles ) this is why I rewrote the description with some extra hints. Maybe shouldn’t have numbered the levels or something.
  4. The 4th level can be completed without anything new (actually turns out the entire game can be completed using only the single main mechanic, the pause bug is never required oops)
  5. In most of my puzzle games I try to make the tutorial wordless and through the level design, although I feel in hindsight that maybe that doesn’t quite work here due to the mechanic being a bit abstract and difficult to discover. - although it does still seem to work for some people.

1. my bad, I just didn't play enough

2. I see that door not working as a new mechanic, it is nothing you do, but it is a new obsticle you have to deal with and in a puzzle game where you need to figure out the rules yourself. It being the thing you can ignore isn't a thing the player will know, because who knows, maybe it blocking you is only conditional and you somehow can go through it?

3. Yea, the numbers really made me feel like I need to follow the order, especially as the first two levels seem like intoductory levels

4. My bad then

5.I'd say that the wordless solution is the ideal one (at least for the type of game I enjoy). But in a jam it can be quite hard to do it properly, so it's hard to say when to use words.

I really need to try this again and ignore the level numbers!