Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Oh yeah, I totally agree that my theoretical “maybe the first level is too slow and might lose people” is directly disproved by the fact that… well, I kept playing. Thinking back to 04 again, you’re right that not actually a lot got introduced, but maybe I’m thinking of all the little things too. Like for example, how you can jump three blocks but three blocks + spikes is too high for a normal fox. I felt completely betrayed and also I think it’s excellent game design.

Maybe the reason why I feel like it introduced more was because all those tiny things were just revealed by signs in the first few levels? I dunno, the tonal shift of the signs just going away is great, but also I dunno. I have a feeling that a lot of this critique can be attributed to the bias of “well this is what the first world is like, therefore this is what the entire game would be like” which is very clearly not true, but also kinda true. I dunno. Thank you for making the demo, and good luck on the rest of the game <3

i actually watched a stream where the blocking spikes totally threw someone and they went back through the entire level searching for what they "missed" oops  😩

ok yeah i see what you're saying.  there is sort of another shift coming — your encyclopedia also lists puzzle elements, though i haven't yet entirely figured out how that works.  but i guess i wanted to make the hand-holding very optional (non-blocking signs) to suggest that mechanics wouldn't really be thrown in your face, and also give you a few levels where you do have to just fiddle with things and see what happens.  and even in the earlier levels there are a couple bits and pieces that aren't spelled out explicitly — e.g. that one thing you can do with the mushrooms that some people naturally try every single time and some people never think to try once

in general though i think a big part of the magic of "everything interacts" games is just trying stuff out and being delighted that you discovered a new thing, and i'm trying to find a balance between encouraging that sort of experimentation vs leaving you feeling like everything is arbitrary and this is an inform text adventure