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Clar Fon / ltdk

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A member registered Aug 02, 2019

Recent community posts

I also realised I hadn’t updated to 1.5.2 yet and, while I didn’t try it for the last card so I could actually get my win, the bug appears to still be there.

Been loving the game since before the Steam update and decided to play it again now that it’s been updated, and…

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I took a peek at the Steam screenshots and was curious. Apparently, if you only have one move left, it defaults to giving you the ace of clubs, which is actually an invalid move…

On a similar note, you’ve probably been told that the undo button doesn’t work if you have a card in your hand, and it feels reasonable that right clicking would mean “actually, put this card back where I took it and don’t make this move,” as long as you have undo enabled.

Oh yeah, I totally agree that my theoretical “maybe the first level is too slow and might lose people” is directly disproved by the fact that… well, I kept playing. Thinking back to 04 again, you’re right that not actually a lot got introduced, but maybe I’m thinking of all the little things too. Like for example, how you can jump three blocks but three blocks + spikes is too high for a normal fox. I felt completely betrayed and also I think it’s excellent game design.

Maybe the reason why I feel like it introduced more was because all those tiny things were just revealed by signs in the first few levels? I dunno, the tonal shift of the signs just going away is great, but also I dunno. I have a feeling that a lot of this critique can be attributed to the bias of “well this is what the first world is like, therefore this is what the entire game would be like” which is very clearly not true, but also kinda true. I dunno. Thank you for making the demo, and good luck on the rest of the game <3

Finally got the chance to play this and… I’ll admit, the beginning is a bit slow. Like, the first few levels made me feel really like it was just an okay platformer, and didn’t really introduce the juicy mechanics until the very end of the level.

But honestly, playing through the entire thing, it was super fun and addicting. It’s definitely a bit rough around the edges, but it’s the kind of things that are gonna get polished up as you work more on it. Like, as far as serious critique goes, level 1 really feels more like level 0, and maybe it would be more fit if it were explicitly painted as a tutorial and somehow wrapped up with the initial story stuff, so that it’s clearer that it isn’t super representative of the entire game and actually just a tutorial.

Maybe also make the shop with Anise only work based upon the candy you’ve collected in every level, rather than the candy counter going up every single level run. It would probably require reworking the prices, but it feels wrong for this type of game to encourage just grinding out levels for candy, even though full-level runs are pretty fun to work on. I also think it would help if you dithered out the candies you’ve gotten before like the hearts too, although I have a feeling you probably didn’t do that since figuring out how to save that is much more difficult than for the hearts.

In terms of the kinda polish I feel might be nice, when I started playing it really felt like there was no input buffering for jumps, but then I later tried it out and I think there is? I’m not sure. Definitely could use some corner-clipping mechanics, since there were a fair number of times where I bumped into a block and missed a jump that I could have made. No idea how you’d make this work so it still prevents you from making jumps you definitely can’t make, but yeah.

Oh and uh, no idea if you have this planned or not, but I think it’d be really cool to have some kind of fox encyclopedia where you can see all the different forms you can have, and what the abilities do. Not only would it be cute, but it might help also make it clear that the lip balm is the only extra ability that anise gives you… I kinda, really tried to buy a lot from the shop thinking otherwise before I realised that.

Some more spoilery stuff: I must be really dense, because while I *definitely* figured out the star in the first level (become slime, get box), I didn't figure out the last heart. Overall I *think* I figured out every puzzle except that & the arcade in the third level, but I haven't actually executed on it yet.

There are a few spots where using up all the slimes can get you stuck, and I understand why you force the player to pick up the breadcrumbs in the first level. Being able to use up the slimes is a neat mechanic, but maybe it might make sense to have some sort of slime spawner that just infinitely spawns slimes so that cases where it doesn’t matter are a bit easier.

For level 4, it seemed completely unclear to me that you could climb down vines through platforms, and this was the solution to the puzzle. I definitely think this should be taught to the player earlier, since I had dismissed the idea of going down through semisolids long before I got to this level, and there’s enough going on that I thought that it was just something else. I actually discovered it by accident.

And also like, the pace seriously picks up after level 3. I’m not sure if you were planning to add more levels in between (the story indicates otherwise, but there’s also only the first world available, so, who knows), but it definitely feels like a huge difference in tone from the first few levels. Honestly, I like the pace of introducing so many things at once, but if that’s not what you’re going for for the whole game, it might make sense to treat those as bonus levels or something rather than standard fare.

Umm, I think that’s it? Overall, I’m super looking forward to future versions. <3