I appreciated being able to hold down to shoot water, which is a nice quality of life feature for a digging game. However, the collision of the water digging of carving out circular blobs out of square blocks was rather wonky, and the underlying tech and performance feels unstable at times, with the game freezing up at times.
4ddev
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Solutions for those who got stuck:
- The number of concrete bricks
- The colors of bottles on the sink
- Use the shovel to reveal the cigarette, then follow the numbers on the grid, as mapped to the can, nails, and cigarette
- The number of lights in rooms with paintings, ordered by the number of paintings in each room
- Use the colored circuits on the switchboard reveal the numbers on the monitors next to the vegetables, order by the vegetables next to the door
Main criticisms (places where I got stuck for a long time):
- Nails are way too hard to see at first, which makes the grid very confusing
- Having the two paintings separated on opposite walls in the switchboard room makes it hard to realize there are 1/2/3 paintings and thus an ordering, so it becomes faster to just brute force check the last digit on the final door
I watched the stream live and immediately after temporarily took the game down to rewrite large portions of the story. If the other comments are not as harsh on the story, it's entirely thanks to your stream feedback. (Obviously I am not asking you to try the updated versions or even look at this game ever again.) I'd never heard of "beyond 2 souls" before your comment, so I had thought "ghost resents someone for wasting their life because it could have been their life instead" sounded like a cute story idea, but seeing as how it's a cliche that's been done before, I'll go figure something else to do. I previously joked to you elsewhere that the dad was the self-insert character in response to the stream comment that the girl came off as a self-insert, but the twins are not based on my own kids, so I'm perfectly fine trashing them and figuring out a different story entirely.
Thank you for testing! Will definitely address the visual readability, tighten up world consistency, fix saving issues, add more puzzles, and do some rerouting to make the progression feel natural and not so forced at the chase sequence. In retrospect all the exploration should have been done before the chase instead of treated as an optional "post-game," or at least if there is to be post-game content it should not become visible until after the mainline content is finished.
Apologies for the somewhat abrupt and disappointing ending. The demo is a proof of concept cut down from a larger idea involving way more locations (the original idea was that after leaving the house the player would use the transit pass to take a train to an office building with its own giant sprawling research facilities, and just keep going from there), but maybe it's appropriate to consider the concept proven enough to start building those other locations (and their respective puzzles). I'll see how much I can get added by DD65.
Even in its current state, this is already the best game of DD64 (and of DD50 and DD52). Mostly just needs to fix the visual bugs already mentioned in other comments.
For more abstract higher level feedback, it can get mentally exhausting after a while going through puzzle after puzzle. Maybe there might be a way to pace things somehow with more breather areas or ways to teleport between puzzles, because my current coping strategy to getting tired is to outright stop playing and come back later, which probably isn't ideal.
And not to put too much pressure on the writer, but figuring out the right lore for the game could potentially mean the difference of whether this turns out to be "just" a great game to an all time classic.


