Wow that was a really cool experience! Made it all the way through the game and was challenging at times, but not too much as to make me want to quit. Good job!
Inguso
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I also learned I can't explain away a mechanic that doesn't work like intended. I just have to make it better so people understand fro within the game itself. In my case, the objective of the game was difficult to find for a lot of people and I tried explaining it was intended without actually understanding what the point of their comments was. If people don't get your vision, make it clearer!
Thanks for your feedback! Some features are going to be implemented soon to allow a better sense of navigation throughout the levels. It'll help in finding the water sources and give a better field of view. However, the minimap will probably not happen as you often end up looking at it the entire game in most instances. I want to reward exploration and k
Really cool game! I thought the movements where a bit slow however, but that is probably just me. I also found it's possible to sneak right next to a camera while it's panning if the camera is on the top or bottom wall. If it's intentionnal, maybe the camera texture could go over the character or the cone could clearly indicate that this is a possibility.
Thanks for your feedback! The audio is not 3d, the volume of the fire sound just go up the closer you get. There is also the smoke coming from the top of the fire that can be used to find them. I've also added a way to see a bit further. Another idea I just had would be to add a visual indicator on trees to show which one have been already hit with the flames but not died, so you wouldn't go back to a place you've been.
Thanks those are great feedbacks!
Was wondering if you meant it zoomed out when the level finishes or it zoomed out in the beginning for you?
My plan is to probably put river currents that run across the map to better locate the eater points
The lightning idea and more levels are my goals if I continue to expand the game. Check out the game design doc in the timeline section
Thanks for your feedback! The minimap was considered at first but I felt like it shed off some of the fun of trying to explore the map. If you know where everything is you can just go directly to it and don't have to search. A sub goal was to create an experience where you feel like the character which is in a fire and doesn't necesseraly have a big picture in the moment. That said a minimap to show where you've been could work with the intended goal... would need to try it someday.
Very cool concept with the fire as your lifebar! I feel like your game is the opposite of mine ahah. It is really difficult though and I think you could up the firerate in the firsts levels to match the one in the later levels. This would make it a more progressive difficulty curve. Also, maybe set your sound settings to be at maximum on first gameplay as most people won't try to check the settings looking for the music if there is none.
Nice job with the new controls, I really enjoyed it more this time! Funnily enough I feel like it needs to become more difficult now. But I would leave that to another level or the extra complexity you had in mind when creating it at the start. One thing that can be good to consider when making a game with economies is the choices you give your player. He has to have meaningfull choices. Right now the best bet is always to try and get the gold one. Maybe if you added different effects, like slowing down the growth without dealing a lot of damage, the player would have to be more strategic while playing. Just a thought!
Loved the ambiance! Don't think i'd want to play more than one or 2 lists however as it seems to always be the same thing happening over and over. The graphics and music where very nice and the concept is really good, it just needs a bit of extra options to do. Also loved to write complete nonsense in the emails ahahah
Love the graphics and the music/sfx as well as the potion making minigame. Something I'd say about my experience is that I found the action of clicking at each mushroom tiring in the long run especially considering the screen was always shifting around with the screen scroll while holding the mouse button. A good accessibility option you could implement would be to allow players to keep the mouse bouton pressed to collect mushrooms. You'd have to rework the camera movement though to maybe put them on the arrow or AWSD keys. Apart from that, I found it quite difficult, you seem to have to get gold potions everytime to be able to beat it (which I didn't manage to do). Keep up the good work!
I survived 12 minutes with a score of about 16920, is that good? I was wondering what was the effects of flowers as they don't seem to be doing anything.
edit - I read the Design doc and figured out you can boost by pressing Shift and the flower boosts you even more... By far a better experience with that feature!