Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
  • I should have said this last week, but "Up" to jump sucks, PLUS it doesn't work on the thumbstick, just the D-Pad, which is surprisingly sloppy for you lot.
  • Left Bumper to jump feels weird too. Why not "A"?
  • Not convinced "pick-up/drop" and "throw" aren't the wrong way around
  • Levels should flow into next levels
  • Please put the PDFs of DevLogs on itch.io if possible!
  • WTF are you talking about "only levels 12 and 13 are in playable state", there's a half a playable game here!
  • Did I miss all this puzzle-y goodness last week because I was focused on the gyms?
  • There's a lot of edges need sanded off and little things that could be tied up, but there's some real gems of puzzle design in here!
  • Please put egos aside for a moment within the team and discuss who is making the puzzles that really hit and who isn't, and shuffle the workload. Learn from what's working and what isn't.
  • Difficulty is the big issue right now. Figure out those parameters! What makes a puzzle easier or harder? Is there a way you can estimate difficulty without testing?
  • Take the motifs and archetypes you've got and spin them out in sketches. Group the levels by challenge themes and then figure out your parameters with those

Levels 1-3

  • This is clearly basic stuff, but it doesn't feel bad? Actually enjoyable towards the end of level 3
  • Consider the use of the space - wide open top feels weird
  • Spacing towards the end of level 3 feels a bit too much, could condense the end sections a little

Level 4

  • If I didn't know better, I'd think I was playing a puzzle game
  • Portal-style box reset needs tidied up - box shouldn't reset all the time while button is depressed, etc

Level 5

  • These things need rethought
  • This feels completely incongruous with previous level
  • Moving platforms should be synced to prevent the player getting stuck/squashed
  • Puzzle seems to rely on you standing on the ends of the platforms? Feels more like a glitch than a solution
  • Couldn't make the final jump (mostly due to previous points)

Level 6

  • Couldn't figure this out, but I liked it in principle
  • Metrics need more love: box shouldn't be in such a tight space that it clips and sticks like that. Define minimal "tunnel" spaces so that they feel fun and smooth.

Level 7

  • Nice use of open space at the start to lure me into the solution, but camerawork could be better there
  • Poor use of camera at the end where you show a whole space to the right that isn't necessary
  • Don't get cocky, but this was a good puzzle with a really satisfying "AHA" moment ...

Level 8

  • This is also a good puzzle
  • Very nicely done, showing the rolling boulder at the start to demonstrate the destruction of objects by falling hazards
  • The inversion of the door ... lovely work.
  • Metrics felt off though - definitely had the right solution but couldn't land the shot. Could be that I wasn't reading the geometry right, it seemed like I needed to be in a very precise spot,

Level 9

  • This felt easier than 8, despite working on the same principles
  • That platform is painfully slow to arrive
  • The use of the clutched object as a shelter is a nice touch, but might need a stronger introduction.
  • Boxes did not reset with the player death, leaving me stranded with the box on the other side of the hazard

Level 10

  • Not sure what's going on here ... some nice ideas, but not polished to the same degree as previous levels
  • Was able to throw the ball under the big white block and get stuck

Level 11

  • That camera is both annoying and pointless, just move the button closer ...
  • Oh. This isn't a level yet.

Level 12

  • Keep aesthetics in line
  • Consider your spacing - the platform takes a little too long to reach the right spot at times
  • Pretty easy to figure out, might want to shuffle the order

Level 13

  • Not sure if its deliberate that the last platform is timed with the others so I had to awkwardly jump on the box to reach it - it worked, but it's a bit shaky
  • I really want to also play a level where the wall buttons that activate the lifts are press-and-hold and I have to keep going back and forth pressing different ones to get platforms to line up. Nice motif that deserves to be repeated.

Thanks for All the great feedback, I agree with most of it, some points I wanted to make some comments on:

  • The Jump: It’s on LB because you can’t press A if you want to jump while hovering with a block (both the Right Analog stick and A require your Thumb to be pressed).
  • Levels should flow into next levels: Agreed! We don’t have the level flow, because we’re not set on the order of the levels yet.
  • Please put the PDFs of DevLogs on itch.io if possible!: I’ve discussed this with you in the past and then you said it was fine I thought: “You're right about the build reviews ... maybe it's not so bad if you don't use the DevLog functionality "properly". See what you can do with linked files for now.”
  • Level 0 till 9 are from last week so that why I didn’t specify them in this Devlog. 12 and 13 are the NEW playable levels this build.

Level 9

  • "That platform is painfully slow to arrive. The use of the clutched object as a shelter is a nice touch, but might need a stronger introduction". True, this is the reason why we made the platform so slow, so that you’re “forced” to use the block to block the hazard blocks.

Level 10

  • Polish state of the Level: This level was a work in progress I believe, so it indeed needs some polish.

Level 12

  • Keep aesthetics in line:  This is just how we block out levels, to make it easier to go from sketch to level while keeping the metrics in mind. So, it’s a bit of a work in progress.
  • Pretty easy to figure out:  good point, it was harder in the first iterations, might have to get back to that.
  • The Jump ... does that actually happen though? I agree with the logic in theory, but since you changed the way collision works, I'm happy "holding" the box without pressing the thumbstick. I ended up just roaming around holding the box "inside" my character, and it felt okay.
  • With the PDFs - I didn't realise that it was going to switch out to Teams whenever I clicked on them! It's clunky. I think itch.io should allow you to host the PDFs on the game page, though? Not sure. The main point is - sometimes I will say "yes, that should work" to something and then when we try it it doesn't work as well as I hoped, so ... it's still a thing. Not saying get rid of the PDFs, just saying that Teams isn't the best place to put them.
  • Level 9  Platform - this is the thing with game design feedback: one point doesn't counteract another. It isn't a zero-sum game. In this case, both situations are true: the slow platform is necessary for the timing, but it's also painful to wait on it. There's always a solution. The trick is to not be reactionary. Gather up all the feedback and assess the situation as a whole, then look for ways to improve. Don't "fire-fight".