Thank you!
miffrandir
Creator of
Recent community posts
What a whimsical, funny game. I loved it. I only got to mystery 3. It seems when I play the clues I click (inkwell, pen etc) aren't populating in the clue book. I moved my mouse around the level and nothing else was highlighting so I had to give up after about a few minutes. But I loved what I played. Please keep building this!
Very well polished and the game has got good juice. But there doesn't seem to be any indication as to which part of a connector is the correct end. And since players are being given stars based on the number of moves and it isn't clear which end is the correct end, that feels unfair, if that makes sense. I still enjoyed it though.
This is a very solid gameloop. I really enjoyed it and you should definitely look at expanding this game into a full release with more spells, an upgrade tree etc. On the jam version itself, the only feedback I have is it would have been nice to point to which exact tile the spell will be placed on, especially for the stop spell. Because the preview of the effect area kicks in, I was often confused as to where I was placing it. Something like a tile highlight shader. But other than that, very very good!
Such a simple idea and very well executed. Good job! The only feedback I have is having to navigate the moving platforms which are say, behind a wall, depends on random timing. I also encountered a bug where the bullet kept ricocheting for a while without the level failing and resetting, but it did it eventually.
In the tutorial if you click on the windmill icon and then click on the dialogue box at the bottom, the windmills are placed on the dialogue box which made reading the instructions harder and as a result I couldn't figure out how to go back to the main menu. Also when I placed the windmills in a chain, the fire didn't seem to follow the chain? Maybe I did it wrong, but I thought if you create a chain of windmills it will act like a conveyor belt for the fire.
This is a gem of a little game. And there's even a level editor?! Kudos! One feedback I have is while you do show that there is a limited number of paths that you can make in a level, it took me several failed attempts to see it. I thought the game was bugged before I saw the label on the top right.
It seems some of the sprites have been scaled up or down and skewed, for example the hats and bread etc. This makes the pixel sizes appear different. The art itself can be different resolutions like 32x32 for a character, 8x8 for a gem etc. But when you scale it in engine, it will make pixel sizes different. Keep the scale at 1. Also I would suggest setting your base viewport to something like 640x360 so the visuals scale consistently across multiple display resolutions. This should also help. Let me know if this makes sense
Hey thank you so much for playing and giving me detailed feedback despite the buggy nature and frustration with resets. These were bugs I identified but was struggling to fix before the deadline. Yeah some QoL like skipping story etc was on the docket but couldn't get to it. I appreciate your really kind words.


