It's a "don't bust" game - so each item has a 'price ' that goes to the top value that you don't want to go over. Press away :)
nightbat13131
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I struggle with this style game (escape room, deduction) but was engaged enough to push through and get to the end.
I think you've got a great difficulty mixed throughout. I think the repeat puzzles (the storage each sister was using) was brilliant - repeating the sense of accomplishment and being rewarded with more story.
And they story has a wonderful balance of details and vagueness. I have such a clear image of what happened and at the same time, so many questions and I'm sure every person who finishes has their own idea as to what all happened.
I can't compliment the design an implementation enough. I hope you get to keep doing this for a long time.
There are still controls pressed that need expressing to understand. Not every Tetris like plays the same. Every game builds on the understanding of the last. Some games got lucky because the first button I pressed was the correct one for the interaction, or did the designer choice something very intuitive? It's not like that's the ONLY item being scored. Everything averaged together is the overall score.
To help contextualize what you were feeling, in "walk" mode, the other balls "bully" you, but in "launch " mode you'd be able to knock them around evenly.
Also if you go back, you can press and hold "L" for 1 second to go into debug mode. The screen doesn’t look any different, but you can enter any level.
can someone make a civ like without text? sure. Can every faction be unique? Yeah... Should the icons that pack the most meaning be locked to those factions while other icons that represent resources be stars and triangles? I don't thing so, but then again I suspect that each faction was doing something specific that their icon represented... I look forward to the post jam version that has words to help the iconography along. I didn't hate this experience - there was a sense of sanctification in figuring out the smallest bit of what was going on and that satisfaction drove me to play longer than I originally thought I would.
I'm one of those people who watches those ADHD ball videos on YouTube, so i love this.
- The intense music made me think i had health and was going to take damage when the walls got to me. Conflicting vibes- the activity made me want to chill and the music wanted me to pull a 360 no scope.
-the lightning hitting anywhere was a nice shake up of the balls only hitting in the center. Very satisfying.
It's not intuitive in many ways. I suggest by making certain things more consistent like referring to the player as "Player 0" or "You".
The bid screen blocks my ability to see my inventory and I can't compare it to the "order". The "needs" bar across the top almost helps, but if the fantasy is that I'm making big important financial decisions, then I want numbers to look over myself.
I don't see any strategy to apply - if I could see what the other players' order are then maybe i could try to sabotage them?
Why is the day end screen showing I getting a penalty when I "need" 0? Or is that the future penalty if I don't hit the goal at the end?
This end state screen doesn't allow for comparison across boxes as each line between boxes & players is different.
Overall I don't think this build is getting across the vision you have in mind.
Absolutely great game. I was worried that the simple folder structure would be hard to navigate but the outline around the last place you left when backtracking made it easy to track what I was doing. I love the stacking power of the items - makes me feel powerful but I also still feel like I need to make smart choice in the order I approach enemies.






