An unbelievably amazing game. Though the drum kit style of movement and actions may take some time to get used to, it eventually leads to an incredibly rhythmic feel to each challenge as you tackle it, and ultimately scales amazingly difficulty-wise. The only real complaint I have of the game is that there isn't more of it, more specifically more long-scale, challening puzzles like the final one. Were this a game with some kind of extended campaign, or maybe just an endless dungeon of some kind, I would definitely pay a reasonable amount to purchase the game.
Damayasturovia
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I see the vision here... but I think it fails in execution. As far as I am able to tell, there is no way to check a book other than just clicking on it. It would seem the game is structured around just clicking every book, and hoping you find the 5 you need in time. Perhaps if there were instead a singular bookshelf with books, and the player was forced to select five that have the needed pages, but selecting wrong ones would send the player back in time? Then the focus would be less on mindless clicking and more on problem solving and logical deduction with clues that could be in the library. Maybe some way to communicate with yourself in the past, like a temporal notebook? Again, I see what this could be, I'm more disappointed in what it is not than what it is.
An incredible game on the whole. The premise is simple, and yet it works beautifully with what it has. The gameplay loop challenges one's ability to do math mentally, and requires them to be able to process how the machines work as though they themself were a machine. The numerological puzzles with being able to combine the limited sets of numbers also forces players to think carefully and plan ahead with the numbers given to make the machines all work eloquently with one another. Were this somehow expanded into some kind of longer experience (or maybe even something endless), I would genuinely pay money for a game like this.
Pretty good game, with a surprisingly addictive gameplay loop, it serves as an infinitely superior version of those metal loop around a tube games. Though the choice to make the cube you drag seemingly exist in a quasi-3D space was odd at first, it did feel much more intuitive as the game progressed. The level variety was a bit lacking in layout, but it did provide with the slew of unique challenges added on. I will say, I think the light could be stretched out a bit more vertically in the dark levels, since as is it is very easy to accidentally bump into a wall far before you see it. Other than that, a pretty fun game, while it lasts.
The game has a very interesting concept, and could very well make for a series of complex, intricate puzzles, and could especially make for some open-ended puzzles with the right tools. However, as others have pointed out, mandating 15 seconds per statue can make things quite slow when you need statues. I would recommend there to be some kind of button prompt to at least speed up the timer, or maybe instantly make a statue. Also, perhaps this was a one-time thing, but when I left Level 1 after beating it, it did not save progress on the level select, thereby making me do it again. So that might be worth looking into as well.
The game is... a bit mixed, in my personal opinion. I do quite enjoy the premise, and the style by which movement and combat occur is reminiscent, at least to me, of old-school dungeon crawlers like the Zork games, but in more visual medium than text. However, the gameplay does somewhat start to crumble as you play. Rolling dice to move is fine at first, but as there is no real punishment for sloppy movement, it quickly becomes little more than a tedious way to slow player movement. Furthermore, navigating the place becomes impossible with how similar every room is, and it is way too easy to get lost, though that may very well have been the intention. As for combat, it is alright, though perhaps it would've been a bit better to have a set amount of attack and defense dice, as opposed to making the outcome of each roll vary with both, which causes most combat to just culminate in a draw for many rounds. Overall, there's definitely something here, it just needs some more time to be worked on.
The game really needs some sort of explanation as to how to actually play it. I'm not sure how to do anything except kill the two enemies on corners of the map. Furthermore, I don't know if this is a glitch or not, but running into walls or the gnomes at the window drains health, and even after death, it was possible to walk around. I assume this is due to itch.io removing features as the description mentioned?
Having come back to the game after this, I managed to figure out the block system, and get a lot further into it. The block system, although a bit clunky to figure out at first, does work well for some open-ended puzzle solving, and making it so enemies give you block is a clever way to make a player have to engage in combat without making it feel too much like grinding. I will note, I did seem to come across one bug, which is when you die with a bridge built, that bridge remains there, and if you get more blocks from killing enemies and reset the prebuilt bridge, it gives you both sets of blocks. This makes it easy to theoretically build infinitely long bridges. Other than that, the game is decently well put-together, and I can see I was a bit hasty in my initial review of the game.