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the sockets would sometimes hide behind the hedge and sometimes even though I felt I was hovering over the correct object it wouldn't react and sometimes it would be hard simply because two important objects are so close together, but like I said: nothing too bad.

And about the other part: I really didn't mean that it's bad level design in any way, just that it made me feel a certain way. I think the reason behind it is the following: to me, this game looked like a puzzle game. thus I had certain expectations. one of them would be that upon solving a puzzle with the main mechanic I would realize a new way in which said mechanic could be used. Having one of those Eureka moments that define the best of puzzle games. In this game, this moment never came, but it always felt like the mechanic should be able to create such a moment. 

I didn't think this through from a design perspective, that's just how I felt as best as I can describe. I hope that helps : )

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Thanks for clarifying, that does make a lot of sense, I think if I understand correctly, a puzzle game usually builds on its design elements but here it was just 1 puzzle so you miss out on the satisfaction?

Sockets being unreachable through hedges has been the number 1 request made to fix, so I'll definitely get on that.  It was next on the todo list and I regret not implementing it beforehand deeply!

Your feedback has been really useful to me, I would love to continue receiving your feedback.

Sure, thanks for the invitation!