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(5 edits)

Hi I tried your game! Overall it was very experimental (as you say), the main issues that prevented me from enjoying the game were the controls and lack of simple explanations.


Context

  • I played using keyboard+mouse on a decent Windows laptop
  • I'm a midcore puzzle fan, seen a fair few puzzles in my life incl. maths puzzles

Thoughts

  • Controls were the biggest issue. With a mouse it was very hard to link up the correct hands due to extremely high sensitivity (or perhaps viewport raycast bugs?).
  • The core puzzle mechanic (point distribution) wasn't unique, but is simple in concept with some potential
    • Mechanic wasn't explained clearly, took me multiple tries to understand (ideally should take just one try)
    • Didn't see past level 1 so can't comment on how well the core mechanic was developed further
  • Jam theme is very direct and clear
  • Art and music was ok
  • Extra accessibility and languages was very thorough, great!

Suggestions

  • Practice making tiny, rough but easy-to-control games outside of jams, to speed up game jam speed
  • Ensure gameplay is easy to control and understand first (in that order), before focusing on accessibility features and languages. A rough game design usually results in poor accessibility of itself.
  • Play a variety of puzzle games to find more unique mechanics


- A confused feedback pairing tester

Thank you so much for taking the time to play our game and even more so for taking the time and effort to write such detailed, thoughtful feedback that genuinely helps us grow as designers. 

Your notes about the controls are especially valuable. Hearing that the mouse sensitivity (or possible raycasting issues) made connecting hands frustrating makes us realize that  we must have been so used / immersed in our game and did not notice the issue. Of course, ease of control needs a lot more attention. We also appreciate you highlighting the clarity issue around the game mechanics, indeed the onboarding needs to be redesigned and gameplay needs to be less awkward.

We are, of course, extremely flattered to hear that you liked the core idea, that the jam theme came through clearly, and that you found the accessibility options thorough. 

Your suggestions are very gratefully taken: we will focus on practicing building smaller, tighter prototypes outside of jams and spend more time studying a wider range of puzzle games to sharpen our design instincts.

Thanks again for being honest, constructive, and kind. We really appreciate you taking the time and giving the game a chance and for your thought-out feedback.