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Glad to know you got the windows version working! I still have to look further in the linux version, but I have been busy commenting other demos.

>The one thing that irked me a bit was the exploration/trial-and-error part - being able to scroll around the map and view it, as well as seeing where jumps go, etc., would be nice. However, only a fairly small amount of time is spent for the player on this, and I can imagine that adding the controls, UI, etc. necessary for avoiding this exploration/trial-and-error part is likely considerably larger than the gained benefit both game-design-wise as well as where to focus on improving the game. 
Yup, I don't think that complicating the UI/controls is worth it to add the option of exploring the level from a menu. If the levels are designed around that limitation, there shouldn't be an issue.

>exploration/trial-and-error part
This is something I'm experimenting with. The final game it won't be always possible to solve a puzzle int the very first try. Thats the main thing that "Caution is for fools" is trying to teaches. Some brief experimentation can lead to completely understand how a level works, since part of the level information is hidden. It also gives the player a sense of discovery, which I want to try to keep.

> For any future longer and more difficult levels, where puzzles are harder to figure out, designing the levels in such a way that you can see the whole level easily from the start, as well as having "exploration/trial-and-error" happen somewhat early and at least not late, might be a good idea (unless part of the challenge is to figure the level out without being able to see it all at once).
Good advice, I will take it in mind.

>What would be bad in my opinion would be to for instance have an unknown/difficult-to-predict jump-arrow tile at the end of a very long level, making the player start all over again (this is OK for shorter levels).
Yeah, I have been careful with that so far. I have been debating with myself about the one in "Caution is for fools". I put it there as something playful. It fits with the theme of the level and it is funny to watch, but it also makes the player distrust other arrows in the game.  I will see how people react to it in the following months and make a decision on that.