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Cheezmeister

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A member registered Dec 01, 2014 · View creator page →

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On a more practical note, World 003 didn't feel broken to me at all (as opposed to the rest of this build). Spherepipe puzzles seemed to flow well and I thought they were quite satisfying to solve.

(2 edits)

Wanted to share a recording of my first play session where I had no notion of the rules of the game and was simply exploring the world and its mechanics. Hopefully it will be illuminating. Password's euclid.

You can see I spent some time monkeying with a settings menu that doesn't work with the mouse, which happily has since been fixed.

It took a while to get a feel for controlling held cubes, and it still doesn't feel quite crisp to me.

Another trend, which probably affects many other players, is time spent exploring barren areas. As a gamer (and a human), I *love* exploration and MG invites this naturally with many more degrees of freedom than most games afford. However, if I go off the ordained puzzle trail I sometimes find myself quite far from civilization with a long, dull hike to get back. Because the game is gorgeous, this is not the worst thing ever but it's not ideal.

I'm not sure how I'd solve this. Rewind? Spatial "bookmarks"? Easter eggs? Vast worlds are in the game's DNA, so one can't simply design away the problem of sparse but accessible areas.

Lots of mockup tools intentionally use rough edges and sketchy fonts so that pixel-perfectionists aren't distracted from the content and layout of the UI. I assume that's what you're seeing, or at least I hope so because yes, they don't match the game's aesthetic in the slightest.

On a related note, if possible it'd be nice to see existing bug reports with similar terms prior to submitting, to catch duplicate submissions early (like the one I just reported to this effect).