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Thank you for your comment.
I'm very glad you enjoyed the presentation aspect of the game.
I'll try to adress the issues raised. First theme adherence, I think that it is quite literally connected. I understand that people expect much more mechanic interpretations, and I know that I took the risk of having it a bit loose, but I still think it fits the theme while complementing the gameplay idea that I created. Second, the sameness of levels, this one I have to defend somehow, because there is only certain amount of what you can implement in 48h. I would rather flesh out one single mechanic/type of puzzle than do few that aren't well thougt out.
It is following rule of 4 levels per mechanic, and while it could have been executed better, I'm quite satisfied with how it works. We have level 1 with overall introduction to the game, than levels 2-4 that you could basically call a tutorial and then comes level 5 which checks your skills, level 6 on the other hand while it is quite short offers a very different puzzle than anything seen before.
I appriciate your feedback, because I noticed it myself too, that it could have been done better and I will do it better in the future, lesson learnt.

Point taken on the theme adherence I guess it is pretty join together. As for the levels I think 1 or two per mechanic would have been fine, no huge issue with 4, but maybe next jam try to get more diverse levels? That's just my opinion though

(+1)

I will work on the levels structure for sure and we will see next year what I've learnt :)
Thanks