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(2 edits) (+1)

The action tree mechanic is really intriguing, and I think it could be very fun.  For me, it's very counterintuitive.  It feels like an everyday game mechanic from an alien planet, in both good and bad ways.

I guess that's just to say, I suck at your game, but I want to git gud!

A little more explanation about the chain of events would help: 

Click and hold->move to choice->move back to where you started holding->either release to execute the action or right-click to cancel.

Based on other games, I thought it would just be "click and hold->drag to choice->release"

You are spot on I think - I wrote the description of how to play after staying up all night to finish the entry, I think your description is quite apt, and will use it to craft more clear instructions.

So thank you for concisely expressing how to play :D

Yeah one of the challenges when making something you haven’t quite seen before is that you’re not quite sure how it should look or feel - that being said I think there is some promise to this mechanic, and lots of room for improvement/refinement.

We really appreciate your thoughts and kind words, thank you :D

(1 edit)

Yeah, I get that.  My submission is a choice-based game ala "Reigns," and after running the game dozens of times I knew exactly when the game would unlock input for the next choice, and I hit A to make my decision almost exactly when that window opened. It ran pretty great and I sent it to the team for playtesting at like, 1am.

It never occurred to me that a new player would spam the A button trying to see when the input window opens, and when my teammate ran the game it was just glitch after glitch because of  tiny windows of time when the game wasn't properly ignoring the A button.  I guess this jam taught me how important lengthy playtesting is to understand how an actual player interacts with the game.