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Great game design choices. As feedback, I would suggest offering the player the ability to swap to slow being the automatic speed, and holding z to engage in fast movement. I found myself holding the key the entire game (except key moments) and that can hurt my hand for extended periods of gameplay. I really loved your growth patterns and flower arrangements, I'm wondering if there were any particular resources that you pulled from when creating that feature. You knocked it out of the park!

Oh, and is there a solution to level 7 ?

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Hi! Thank you for your feedbadk!

I made moving fast the default and only told the player in level 15 about the slow down feature as I wanted them to not use it until then, because of what you described. I would remove it from the page's controls but I don't want to because of transparency.

Also yeah! Level 7 has a pretty smart solution in plain sight.

EDIT: Also for the floral patterns, I used to make and study tweetcarts on twitter. One of them had a very similar effect to this, but I couldn't find it (it was posted a couple of years ago).

Ah I see. If you don't want users to use the feature until a certain point, it might be better to lock it off until that moment. At any rate I think it's fine having the slow-down feature -- I just think you need to know what experience you want to happen. If the player knows the slow-down feature, they  are guaranteed to use it as it is fundamental to guaranteeing a successful play, and users don't want to replay a level if they have the option.

Great job!