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(+1)

Nice polish! From the main menu with the title dropping down to all the bits of SFX, visual queues.

I appreciate the challenges of designing the game to have an invisible tutorial - I'd say you succeeded. It was quite clear what I was supposed to do as a player. One suggestion I would make is have the mouse turn into scissors while in the game window? Or maybe even just when it's over strings?

Question Why wouldn't you trade stars for extra scissors? Is there any other way to spend your stars?

The stars are a nice touch - as a bonus, not necessary to complete the level, but to encourage the player to give it extra thought.

Excellent work!

(+1)

Hi! Thank you so much for taking the time to play and give feedback! I do have a build in progress with the scissors as the cursor and I agree that would add a layer of visual feedback to guide the player even further.

To answer your question about the trading mechanic : I am toying with the idea of the trades being more beneficial to hold off for as long as possible, I.E the first trade being 5 stars for 1 pair of scissors, but a future trade being  something like 12 stars for 3 pairs of scissors - encouraging players to take increased risk for a better reward in the future. Of course, the current build leaves this completely ambiguous to players, so it's only through multiple plays that the risk / reward would become obvious. I think this element would definitely require more refinement and playtesting to determine if its right for the game, but I think it adds something special that helps it stand out from other games within the genre. :)  

Thanks again you for your feedback I really appreciate it! - Lauren 

Cool, yeah that makes sense, thanks for explaining!