Thank you. I wanted to actually have an intro sequence where you only control one guy and need to move some stuff around as part of a tutorial of sorts, without the time pressure and the entire WHILE thing looming overhead. I absolutely agree that it needs some way to indicate the inventories clearer. Maybe even a little arrow or something just to show where the Form you need is.
GGJosef
Creator of
Recent community posts
Thank you so much, I had to keep going back to the graphics designing to add the white outlines. Ideally there would have been a glow around the objective items to distinguish them as well and the skipping was something I wanted to implement, but unfortunately my time was cut short due to other responsibilities. I have also come to realize that I became very used to the movement as I developed the game and constantly adjusted the timer for that. Two minutes felt too long and one minute was too short. In hindsight I should have asked a few friends to playtest without the timer to calibrate it
Thank you! As I developed the game I found the time to be too lenient, I guess this is because I kept testing the game as I developed it and got used to the swinging very quickly. To add to the difficulty I made it so you need to pick them up in the order they are mentioned. In hindsight I believe I should have kept the time as is, but allowed you to pick the items up in whatever order you want.

