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(+1)

Hi Rhett,

I am one of the developer of this game. Thanks a lot for playing our game, Rhett!

Though our basic mechanic, which enable players to utilize the UI buttons as platforms, seem to be similar, the ways we integreate it with UI functionalities are still largely different. The use of perspective, gravity etc., and the titles of each level in your game are so intriguing and interesting!

One of the design problem we currently have is to limit the player's ability when they can move UIs so arbitarily. And after playing your game ( I am currently stuck at level 10 haha), I get tons of inspirations. I really appreciate your design approach which limits the movement of UI as platform with slider and use zooming to change the position of sliders on the other axis. Your approach make level design more controllable and eligant.

As a rookie in game development, I would sincerely appreciate any of your advice about our game. Hope we can have further communications about game design in the future!

(+1)

Thank you, glad you enjoyed my game!

You definitely want to find a way to limit player movement, my first idea was actually very similar to yours; having a platform you can drag around to use, then I realized it would be a little too broken and much harder to make thought provoking puzzles. Also If you are going to use UI as a platform in your game I would recommend trying to find a way to emphasis that it is actually UI rather than just a platform you can drag around. For me I included the camera zooming mechanic which changed the size and position of UI platforms relative to the environment and then made puzzles based around that idea.

Also for your game I see no reason to have a separate UI mode to be able to move the platforms. Switching back and forth felt tedious considering that I could still just move the platform around while the player was moving. And I still couldn't figure out how to get the screen size right. The edges of the screen are cut off which cuts off part of the pause button. I also use unity and i think you just need to adjust the resolution of the game in the project settings to match whatever resolution you are playtesting in.