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This game has an interesting problem. To have enough gameplay, you made the entire game in just one big puzzle, which also makes sense narratively, but unfortunately takes away some of the fun, at least for me. The perk of having more small puzzles is that you feel a sense of satisfaction after each one, while if you have just one, that feeling only comes at the end and may be hidden by annoyance from the player. There isn't a real sense of divided puzzles either, like that there's one big puzzle but you have to solve smaller ones to make solving the big one possible, if that makes sense. As a result, the player doesn't have much impact until the very end. Here's a good video on that.

Sometimes, objects didn't highlight when I hovered over them and I had to move to a different position, or they were under the hedges so I couldn't see them (try fading out the hedges where there's a plug or giving it a permanent outline), and it didn't help that the triple sockets sometimes just moved out of the way for no reason.

The art is cute and excellent and 5-star-worthy but everyone else probably already said that. Just a shame there's no music or background ambience, the sounds made it feel eerily quiet.

FYI I sound negative because I tend to only focus on constructive criticism because that's what really helps us grow. Besides, everyone else seems to be doing the job of praising you just fine.

Do I sound angry or stubborn? I don't mean to. Well done. This is a trainwreck.

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Hi, thanks for playing! I completely agree that 1 giant puzzle doesn't allow for a paced experience with small dopamine hits along the way, but as you said, from the narrative's perspective, it made the most sense, and as you can probably guess, the game started its development from the narrative component.

I also am sad to hear you found issues with the collision system, I agree it didn't perform the best. It's most likely to do with the range. I had to cap the hover range because if you picked up an item from too far away, the velocity it would accelerate towards you caused some problems and I didn't have time to fix that so that was the next best thing. It seems it was at the cost of the user experience.

What do you mean by sockets moving away?

I agree that the hover should have shown through the hedges, it was next on the todo list (also one of the most requested features). I agree it's missing background ambiance and music, I actually made a build with way more sounds in but I missed the deadline by a few minutes! 

 Don't worry about sounding negative, all feedback is useful, I completely agree with what you've said. Do you have any other feedback? By the way this has been very useful to me, I'd love to receiving more feedback similar to this in the future.