the pleasure is all mine :) greets
grinder
Recent community posts
Thank you for your comprehensive reply. Of course, I'm aware that certain
improvements aren't possible at such an advanced stage of the project,
but I couldn't help but mention them ;)
I also respect your decisions as the creator regarding certain solutions;
they certainly give your production a unique character and have a direct impact
on the mechanics of individual puzzles.
I need to look a little more closely at the technique you mentioned in point 2 :)
Regarding the translation (in this case, I'm talking about Polish), I think we can revisit
this topic, for example, after the game's release, if you'd like. I'm referring, of course,
to my willingness to help completely free of charge. I'll leave that for your consideration.
Best regards, and I'm looking forward to the release :)
First, I'd like to congratulate you on the fantastic execution of this unusual concept,
combining BD with the dark atmosphere of Cthulhu. I've been a huge fan of this type
of game for many years, and honestly, when I first saw it, I didn't really believe it could
work and it seemed a bit overcomplicated. But after just a few levels, I completely lost
those preconceptions. The execution is very cool, dark, and atmospherically sound-based
- in short, I like it. However, I do have a few comments regarding the mechanics themselves.
Some of them I consider very important for maintaining a certain canon of BD/Supaplex
inspired games, while others are just loose suggestions that you might find interesting.
1. Quickly escaping to the side "from under a rock," when you initially have it on your head
and then want to quickly move down, right, or left. This is probably one of the most classic
BD mechanics, but in your version, the rock moves faster than the character, and such
a maneuver is impossible – it always ends in death.
2. The ability to remove dirt/grass from any square adjacent to the character, but without
having to move, something that also existed in classic BD and was a very important mechanic.
3. Being in a square directly adjacent to an opponent leads to death, which in my opinion
is a bad solution, even though it's canon and that's how it was in BD. However, in Supaplex,
it was possible to be in a square adjacent to a "monster," and I think this is a better solution.
4. As a loose suggestion: an optional option to make the game easier by allowing you to undo,
say, your last three moves, or at least one.
5. Another suggestion is the ability to speed up time, which can be especially useful in stages
where you have to wait a long time for an opponent who is traversing the board on a specific path,
and you're waiting for them, for example, to drop a rock on them. I know the stages in the demo
aren't overly complex, but I'm not sure what the later stages are like, and whether such an option
would be convenient from a player ergonomics perspective.
6. One last thing: translating into other languages. Is it technically difficult,
or is the difficulty simply a lack of potential translators?
I think that's all, as I've already rambled on a bit too much ;)
Best regards, and congratulations again on a promising project.
