Loved the tutorial and progression! The use of the bubble to make different platoforming pieces was interesting and kept me invested to play a lot of it!
khel
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If you do outlines of where things should go, the puzzle won't exist to solve. If I had to suggest some ideas, they'd be in form of either through level design or affordance. Examples for both -
Level Design - The background image can help through signposting/ help guide the player. Drawing over the background image or having them be a little more scenic can help denote a narrative and guide the players. The small spring can be visuallised through objects that can gain be jumped above. A small tree as a reference for the small spring, a taller tree for the bigger spring. Once the player goes through the first trial, they start relating to what the environment is asking of them and what the mechanics can do. Get it? Also, you can create whole worlds with different objects guiding the same way, a Mario tunnel means go down, an Alienship beam means go up, get wild with it.
Affordance - Your game already has some elements that use this, but you can add more clearer versions as well.
Spring affords bounce, double spring affords bounce but twice the height? Similarly arrows - → means right but there can be another one that functionally does the same things, but looks like ⤷ or ↳ to denote being dropped from height and going right.
Maybe there are better ways but maybe this helps to still make the player think.
I feel some questions are more internal or rhetorical, perhaps, but I'll try to answer the best way I can. He didn't ask you to help, hence you're a "nosy" stranger. Some people get bothered by the actions of others, so maybe you care cause it's bothering you too? You have to touch his nose to restart cause you were already touching his nose for a successful input. Habits are loops as well, and we keep repeating those actions, so no, it's not a time-loop, instead an action loop. You can also choose not to stop him.
Again, I'm not sure if the questions were meant to be answered, but thank you so much for the feedback!
I have classified this game as interactive fiction or a point-and-click game. However, you're right about its depth and challenge. There are many more interesting mechanics designed for this game that I couldn't develop because I prioritised the hand-drawn art aspect.
We can't win it all, can we?
Thank you for the feedback, though! You've got a great rain world-inspired game.
The art and animation are top-notch, truly one of the more beautiful games and game pages. The game page is underrated with the screenshots, and the background sets the mood. The economy balance for the dish and control over where the dish gets placed on the belt can be better, but great game overall
