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Boris Boz

A member registered 96 days ago

Recent community posts

(3 edits)

Oh my, everything about this game feels amazing! The bright color scheme, peaceful music choice, cheerful sound effects, and that "paw" cursor all make for a cozy holiday atmosphere. 

This game is a pretty balanced blend between the puzzle and action genre. I loved how this game requires just the right amount of action and thinking, but you might benefit from designing some levels specifically centered around one of those areas though. 

I would say the main issue of the game lies in its excessive busywork (I'd really appreciate if I could click and hold to release more jellies quickly) and downtime (It was tranquilizing to wait for the jellies to bounce gracefully one by one, but some would find it time consuming). To compensate for the ample amount of time where the player isn't doing much, you might want to encourage the player to play more recklessly. Consider removing the number limit of jellies in stock, so the player doesn't have to be too careful with each jelly they release. You can also make the jellies flow out at a constant rate. Designing more levels where the player is required to constantly manipulate the environment would also reduce the amount of downtime here. 

Also, it'd make life a lot easier if I could rotate platforms using my mouse wheel (It also allows for more precise rotations). But I understand that would be counter-intuitive with the one-direction rotations. 

Overall, everything about this game is so beautiful! You can really capitalize on the casual nature of this game and make it something people intrinsically want to play when they're chilling (Heck, you could make this a family game about cooperation, given its holiday theme).  Stay juicy! 

(I died of excitement when I saw Dobby in your latest video btw ;)

Loved this game. Its controls were really fun to interact with, and the overall game feel was on point (with the screen shakes, sounds, particles effects, trails, etc). 

One small thing is that I did not realize at first that the thing that moves (I'll call it Dobby) would continue following my mouse cursor even if I let go of the mouse key. My poor hand suffered from having to keep the mouse pressed until I reached the goal so I was internally screaming a lot ;) Also I didn't know that Dobby would not move past the mouse cursor. I guess you can communicate how Dobby's following mechanic works by letting the player start each level by placing their cursor over Dobby (instead of by clicking). 

One thing worth noting: I probably wasn't guiding Dobby the way you intended, but when I first got to the level with sharp turns, I would wait for Dobby to arrive at a corner then suddenly swipe my mouse to make it turn. That felt good! I felt as if I was a wizard manipulating a projectile's trajectory telekinetically. I don't think this game would necessarily benefit from having a narrative, but you could certainly use this game's mechanics in some other large-scale wizard-based project. (I'd also tweak the controls to emphasize a tossing-projectile sensation) 

You probably intended this, but I could skip a couple levels by going around the maze. Some levels were a bit too long for comfort, but I know that's part of the challenge. Anyhow, loved the idea of this game. Keep on being awesome! 

I enjoyed the game. Though figuring out what the black monsters and purple stars do is part of the fun, I would really suggest designing them in a way that communicates their functions (Didn't realize the monsters could destroy the altar and lost all my progress. Then I felt frustrated and did not think I could do anything to stop the monsters until way later when I tried out the purple star). 

Repeatedly dragging humans to the altar felt like a lot of busy work, especially in later levels. The players should simply win by reaching a certain population. I like the trade-offs for deciding to collect different kinds of resources, but the consequences for each decision did not feel significant enough. Lastly, I'd be happy to see more player agency since dragging stuffs around gets tiring after a short while. Giving the player the ability to create an optimized, automated system would be way more fun. (Not sure how you'd do that though. Maybe add in something like the programmable worker bees from Slime Rancher that automatically take humans from one specific location to another. The players can then focus on combating monsters later on in the game.)

Great job overall. Best wishes!