That's a resolution I did not consider, apologies. It should work if you set your screen resolution to 1920x1080. I'll try to fix it if I get the time.
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Beautiful game. The music is awesome as well as the character design. The story also quickly pulls the player in. Looking forward to play the full game. Below is my nitpicky criticism, as a fellow developer working on a game with similar gameplay elements.
- Scene transitions feel a bit abrupt. I think a quick transition effect will make the game seem more polished and professional.
- The path to the apple tree, also the path to the ring feel a little bit too long. This is because new gameplay mechanics, enemies, or even new tiles/decorative objects are rarely introduced. Almost all scenes were probably created with a limited number of tiles, and it shows at times.
- There is no incentive to killing enemies. Rolling through everything to get to the goal seems to be the optimal strategy.
- The player cannot walk behind cliffs. This might be a design choice to avoid occlusions, but I think it subtracts from the illusion of height difference.
- Wasps can fly through cliffs, but since they don't actually change their height, it looks a little unnatural when they do.
I am pretty sure some of these things are already on your list. As I said, these are really nitpicks, and I had a really positive experience playing through the demo.
Short but very fun. I love the style as well, very fitting. An interesting iteration would be to explore the OS more and more each time (taking different paths to do so), and combine the knowledge I've gathered from my many playthroughs to finally beat it.
@KiruB and @MaxiPoki, and all developers,
I did not say that the game doesn't fit the theme, it does - but it seems to be a game that happens to fit the theme, rather than a game that is designed around the theme. Yes, the theme should not diminish the user experience, but I believe it *should* restrict the design. That is the beauty of it - working with constraints, so your creativity is boosted. Obviously I cannot come up with a design that will drastically improve and build upon your concept off the top of my head, I had to think for hours to find a game design that fits the theme for my game. And I'm definitely not claiming I could do a better job than you guys did. It's easy to like a polished game with beautiful graphics but harder to give useful criticism - and it is even harder to accept the critique as developers, as you worked really hard to build something you love.
I'm torn, I don't know what to rate this game. On one hand its extremely beautiful, and I can see the effort went into this. On the other hand unlike many people in the comment section I don't think the theme was explored very well. Having only one button / one objective can apply to a lot of games in the mobile market already. Also the objective wasn't very clear to me. My 2 cents. I bet you guys could accomplish great things given enough time.
My first impression was a bit weak, but as I played a bit I thought the gameplay loop was surprisingly good. I liked how the knights were strong but slow and the archers fast but fragile. I think adding a 3 or 5 second respawn timer would prevent killing an attacking knight super fast as a peasant.
This was a really solid one. Has the right amount of polish (maybe a simple background track would have been cool, but hey its a 48 hr game), and the puzzles are surprisingly well designed. I loved that the obvious solution would always kill you and you had to wait a bit and think. Also the platforms and blocks blocked each other, but not the character. That led to some really intelligent moments.
All valid criticisms, thanks for playing!
The waiting period can easily be shortened without giving up on the theme by increasing the threat level for a while, which will lead to cells multiplying faster than you can kill them. I just wanted to give some space to the player after short hectic periods of gameplay, but by no means the game is perfectly balanced!