this is incredibly cool!! a few area connections that it misses, though. The church has an exit on either side, but only the left exit gets randomized properly, while the right-side exit always goes back to High Street. The same also applies to Smirk's house, which has an alternate exit on the right of the screen which always goes to the map. Then there's "village" on the map which always seems to go to the docks. maybe that should go to the same place as "lookout"? And also, exiting the bar for the first time goes through the LeChuck cutscene, which then puts you outside the bar, instead of wherever leading the bar is supposed to take you.
kypello
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pona mute mute a! this is genuinely an excellently made puzzle game!
By far my biggest issue is the lack of an undo button. With a puzzle game like this where you can easily softlock yourself, there needs to be a quick way to either undo a move or reset the level. Doing a hard reset and going through the level select every time is frustrating and discourages experimenting with the mechanics (the final level in particular feels unfairly difficult without being able to undo, and was the only level I was unable to complete). The Z button seems to be unused so I think it would be perfect.
I also think some level titles feel a little too spoilery. There were a few levels where I felt like the title gave away the solution too much, and spoiled a puzzle that I would have otherwise had fun trying to figure out on my own (>!leko li lon leko!< in particular felt this way to me).
Besides these two things, this is a REALLY well made game and I had a lot of fun! The puzzles are excellently put together, the mechanics are introduced and developed at a good pace, and I loved figuring out the little things that the bird and mouse can do differently from each other and using that knowledge to solve puzzles. I also love the music and the visuals!
This is a very fun and creative puzzle-platformer! The pixel art graphics are very nice, and the levels are well put-together.
Some constructive criticism:
-The visual design of each robot should communicate how it controls much more clearly. For example, if a robot jumps higher it could have springy legs, a robot that moves faster could have wheels, etc
-Maneuvering one robot onto a button while keeping another close enough to switch to can be frustrating, due to the small radius allowed for switching. Maybe the levels involving buttons could be designed to let the player carry robots on each other's heads more easily? Or maybe it could be changed so you can switch to any robot as long as there's a direct line of sight between them?
-Arrow keys + Space is an awkward control scheme. A and D to move and Space to jump would probably feel more natural
-The game in general could be a lot snappier. Switching between robots should be much quicker (ideally instantly, or in just a couple of frames) and the robots in general could be a little faster (some of them feel fun to move around as, but others just feel kinda sluggish.) Also, waiting for the animation of the computer lighting up at the beginning of each level slows the pace down a bit. It would be nicer if you could just press enter right away to start each level


































