Super fun game, but using the mouse wheel to zoom in and out was super annoying and confusing at times. Is there any way you could configure that using the keyboard?
OctopusHypnotizer
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Ofc! This is a really awesome game, I'm honestly super impressed that it was just two people behind the scenes! You've come up with a really high quality game, take all the time you need :D
I'm glad to know you appreciated my feedback ^^
EDT: Recent just played it again and tried the quests out. These guys are hilarious, I definitely approve. Especially that one antlered dude, I have often been frustrated with inconsistencies in 'nature loving hunter' archetype. It was nice to see that pointed out :)
I love this! Fun idea, great gameplay, and interesting characters. One of the best cooking games I've ever played.
I see Grendel is much more handsome than in the original epic lol XD
I haven't played to the end yet, do you have Grendel's Mother as the final boss? Because if so that would be so rad :D (Or in keeping with the pattern of the epic; Grendel, his Mom, and then the dragon)
One teensy tiny thing that would make the game just a liiiittle bit more awesome; Maybe just a bit more characterization frm the princess? Like maybe a snarky comment when she runs into the redcap again, or reactions to how crazy big Grendel is O.o Her interactions with Lady Catherine are great, would love to see more throughout the game (Bluecap is hilarious btw)
Hmmm, that's difficult.
I think that one of the problems is that people don't often encounter a mechanic like this, it's pretty unique. That might be it's strength and it's curse, because since I wasn't used to it, it wasn't intuitive to play at first. I got the rhythm of the game eventually, but it took a while.
Something that might have helped me was if there was a tutorial section, where you have very simple levels displaying the basic mechanics, such as the spinning (which was very cool, congrats) and getting used to the pushing, and possibly a combination of both. At the end there might be a slightly more complex level, which would get ppl ready for the real levels.
I'm really not a game developer, so idk much at all, but it seems to me that the difficulty ramp was very sudden. Maybe if you
smoothed it out a bit, and took it tiny steps at a time, it might be easier for ppl to grasp.
EDT: I read some of your comments below, and I totally get why you'd want to make it more of a discovery thing, it was definitely very satisfying for me when I figured it out. So, idk really. I've just put my two cents out there, hope it's helpful
Thanks for the game!! :)
Fun game, feels like an expanded rubix cube!
I definitely see the potential in it, especially for discrete levels and individual puzzles. One thing that I think would be interesting is if you were able to push the cubes along more than one axis? I can see how this would quickly get complicated, but it seems like a fun place to expand.
I'm looking forward to seeing what you do with the game!
I really appreciated your art in this, especially the fun little comic tidbits sprinkled throughout (I'm a great fan of graphic novels, especially when the art form is experimented with).
I also really enjoyed the fun tension that you kept up throughout, and even managed to crack a smile from me once or twice (I'm told this is a momentous feat), and really enjoyed the interactions between the characters.
I'm looking forward to exploring this world further, and seeing what becomes of our poor Quintrell.
Thank you very much for the game!
oh, ok! I didn't realize I could switch between profiles when I first got Dari. It makes sense on a replay tho. Maybe add a flashing pointer when she joins up for clarification?
One thing I noticed, and I'm not sure if this is a glitch or not; sometimes when I went to target enemies the screen went totally grayscale. It didn't affect any gameplay mechanics, but it was a
little annoying, especially because it didn't happen every time. Small thing,
but I thought I'd point it out.
Thank you again for the great game!
Wow, this is a really polished demo, I enjoyed it a lot! I'll look forward to the full version in the future.
EDT: I also want to mention how much I enjoyed the dialogue and appreciated the down-to-earth reasons for why things are happening in the game. Fer is much more relatable than some other PCs I could name. :)
Will you be adding an option to manage allies' cards in the future?
good game, fun mechanics and upgrading.
A small improvement could be made if the turns were taken individually, and not determined by whatever the player happens to be building. That way, I could more easily respond to attacks, and adapt to the situation. As it is, the soldier wanders around uelessly and I am forced to watch as the monster slaughter my hapless farms. More flexibility would be nice :3
Couple of hints: Look at the way the menu is arranged. It's grouped by ingredient, with the things that are most similar closest together. The quiche is right next to the pancake, so it must be pretty similar. Which ingredients in the pancakes would fit in a quiche?
We also know by the number of question marks under the quiche that there are four ingredients in it total.
Answer; egg, butter, flour, cheese
I was having trouble with this too. If It's with your browser or something, I can't help much, but I did notice that the only things I can put in the cauldron are noodles and the ingredients for vegetable soup.
As for the plate, it's very order-dependent. You have to put the noodles on first, then meatballs, then, sauce. If you put the sauce on first, you aren't able to put on the meatballs.
I do agree with you though, being able to review the customer's order would be nice.
Really fun game! great execution, enjoyable levels. The browser version was a bit laggy, but that may be because of my outdated laptop. One change I would humbly suggest is that you include the fullscreen button in the browser version. The game has just a large enough screen size to be annoying and slow down my enjoyment of the game.
Otherwise, really fun. Good job!
Cool idea! I love the fun art an characters!
Couple of things to streamline; Maybe make the tutorial more in-game? Reading a bunch of text can be boring (Though you did a fine job explaining!) and having the player do it themselves can help them get used to the game faster.
The hand of cards is also hard to interface with. It's difficult to always have to drag it up to see what it does, and it's not very clear what effect the slimes have and what the extractor does. Perhaps include how to make potions in your tutorial? I know that the grandpa says to feed the slimes but idk what to do with that...
Just a couple things for improvement! Overall a really neat idea, and fun to play once you get the hang of it. :)
This is such a neat way to come up with a game idea! I love playing dixit, and it was very fun to play a video game inspired by it. The game plays very smoothly, and gameply is very intuitive.
The only tiny little snag is that wen I first saw the barred sixteenth notes I was confused by whether I was supposed to press once or twice. You could also add dotted notes for even more variation.
Overall very fun and enjoyable game. I look forward to playing your stuff in the future!