Thanks for playing.
A few tutorial levels would be one of the next things to add I think :)
I really liked this a lot!
I did however think that level 03 was much easier than level 02?
I didn't look into the 'how to play' section, but I'm glad it was separated from the game itself, as I like to just jump in and try to figure out how things work myself :)
The atmosphere including the art and sound effects were great!
Thanks you so much for playing.
A few tutorial levels would probably be a good idea, to explain/show how the effects of the items are always the same, but which items does what is randomized.
I'm sorry there was a time you couldn't dig - that seems odd.
I really thought this was very well tested.
I wish I had any idea of how that could happen, because that really bugs me.
Thanks for playing.
I agree some sort of tutorial levels could be good for the game.
I do think that a reference for the stats would defeat the purpose of the randomization.
But I can also see, how some would prefer it like that, so maybe it could be added, but it had to be enabled in the settings menu I never got around to make.
Thanks for playing, and I agree with all your points - I Just didn't get to all the little polish things I had planned.
Our oldest daughter also commented on the controls, I just always start with arrow keys because I'm left handed and have my mouse to the left myself. So I almost always use my right hand for movement.
The plan was to support WASD + arrows and have the option to remap the keybindings in a settings menu.
I didn't think about a bar for sight, but I can see how that would be useful as well.
It definitely needs some tutorial levels - I get that.
I got the inspiration for stat switching from Binding of Isaac (I think?).
My idea was that it could make it more replayable.
Playing multiple times would make you remember what stats / effects existed, and then of the game would be about first figuring out what item does what, and then trying to remember this while finding your way through the level.
I also think because we knew how everything works and is generated, we just couldn't see how difficult that ended up being.
Right now the player always start in the top left part of the level, and the strawberry is always in the bottom right part.
I also considered viewing the entire level when the level is loaded and then quickly zooming in, to help the player get an initial idea of where direction to move in. Or we had an idea to add a mole NPC that would give hints to where the strawberry is. Or perhaps a mini map could help keep track of where you've been and haven't been.
But, you know, time was up and so on.
Thanks for playing, and thanks for the feedback!
(The map generation was my favorite part of the project!)
The creature maker is very fun!
But I was missing a way to save the critters we made (or I just couldn't find the option).
The puzzle game is also fun, but I felt it was a bit repetitive and lacked purpose.
Or maybe it was just that there were so many critters to choose from from the beginning. It might have felt like there was more progression, if the critters were revealed slower - I'm not sure.
I enjoy the puzzles, but would love it if it could be possible to speed up the movement.
I also noticed, that the switch/bridge think didn't reset when you reset the critters back to their start position.
I'm not sure if this is how it is intended, but it did make the puzzle much easier, because then you could just do the puzzle in small steps, reset and move the signs and then take the next step (if that makes sense).
Overall a cute and fun idea!
Thanks for playing - it is definitely a game where the game itself requires more than one play through to get an idea of what's going on.
If you played more, then you would also end up realising that the player always startes in the top left corner and the strawberry is in the bottom right corner.
I think us knowing that made it more difficult to test how easy or difficult it was when you didn't know.
So I'm really glad at least one person found the strawberry! ;)
Thanks again.
Thanks for playing.
I can see how it can be confusing at first without any explanation.
I think the main gameplay is kind of figuring out how everything works, but that could also be explained at first.
We also had a lot of ideas for things to add that I just didn't get to - I think something to help the player get started would be the next thing to look at!
Thanks again :)
Thanks, and I agree it could be a good with a bit explanation at first.
At the same time, I think the gams is mainly about figuring out how everything works.
We also had an idea to add a mole that would give you hints to what direction-ish the strawberry is, but we just didn't get to it.
Thanks for playing and leaving feedback.