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Pandaqi

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A member registered Nov 20, 2016 · View creator page →

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Thanks!

Hmm, what a bummer :/ Others have also reported performance issues. It seems to happen to, well, some people but not all.

I think I narrowed it down to the way the terrain is painted when an egg splatters on it. It’s the first time I’ve ever done something like this, so I see now that there could be some issues with my approach …

I’ll try to publish a patch after the jam ends, and you can enjoy it even more :)

I’m sorry you couldn’t play :( There’s something weird going on somewhere that sometimes causes the game to run really slowly. (Happens perhaps 1 in 50 times on my PC.)

When the jam is over, I’ll probably improve the game and try to find the source of this. Hopefully you can play then!

Amazing graphics! Short but sweet. Loved the insects showing up in the background. Once I realized they just eat you at the slightest touch, I legit got scared when I saw a wasp flying through the background :p

A bit more leeway on the climbing and jumping would be nice. But otherwise, great work!

Also, would you mind sharing how you created the graphics? Vector art? Handdrawn? Painted? It’s a really cool style that I haven’t seen before.

Surprisingly challenging for such a simple concept! I agree that it would work well on mobile.

And the AI … man, started to really hate them after a while. Would you mind sharing (just a general summary) how you programmed the AI?

Also, at first I was puzzled how this would relate to the “new horizons” theme … until I read the description. Interesting take on the theme.

Had quite some fun with this game, good job!

This concept is amazing! The idea of bugging faraway people or places, so you can hear what they say, or see what happens there, could be an amazing full-blown game.

The animations are really fluid and the sound effects on point.

The physics feel a bit off, though. The jump felt quite inconsistent and I mostly spent time trying to get to a higher platform but failing numerous times. I feel the game might be better with a quicker jump (with less height variation) and more leeway on the platforms. Focus more on the bugging, less on the jumping.

Is there a reason you can only bug horizontally, instead of giving free aim? Would be interested to know.

Also, I was never sure when a guard could see me or not. Again, it feels like they should be able to see anything in a straight line. Otherwise show their sight radius? (Or only show their view distance once you’ve bugged them.)

Lastly, whenever I got into a new room, I just started throwing around bugs literally everywhere, to clear the fog and see stuff. This kinda defeats the purpose, so maybe limit the number of bugs a player has? Maybe they have to retrieve them as well?

If any of these things are done/changed in later levels, I apologize. I just wasn’t able to get very far, due to failing the simplest of jumps time and time again :/ In the new year, when I have more time, I want to come back and try to get the full experience.

Many points for innovation and theme application!

Thanks a lot for playing and the detailed feedback!

You actually mentioned one of the reasons for jumping yourself :) Doing so will create new lines around your base, so you can walk around without dropping off your points at the home base. (The other reason is just because it’s sometimes faster or the only way to get somewhere/flee from danger.)

But I agree with you: I think this concept is very interesting, but could be executed better with some more time and playtesting. The one test session I was able to get (before the jam deadline) revealed that ~50% of the players don’t use the jump at all, so I’ll need to find something for that.

As for the menu: what you encountered is indeed a glitch and not supposed to happen! But even then your suggestion is a good one. (I learned this the hard way with another recent game too :/ The lesson: just never make menu options activate automatically, it always leads to confusion among players :p Show a button prompt.)

Thanks again, your feedback will help improve the game!

Love the graphics! Also surprisingly challenging for such a simple concept. I agree with you that this could work great as a mobile game.

Possible points of improvement:

  • A little more instruction at the start would’ve been nice, but I was able to figure it out soon enough.
  • The recipes are quite small and in the far corner of the screen, which means I was constantly looking away from the action and didn’t see what was happening. Then again, that’s part of the challenge. Should be less of an issue on smaller (mobile) screens!

Nice job!

Haha, thanks for playing and great to hear you’re having fun :)

Hmm, sorry to hear that! I guess I could turn down some of the brightness just to be sure.

Did you start with the training level? (The first egg you walk into, on the stone?) When coming near, it explains what to do. And when you start it, it says “solo mode” and that yes, you control both of them! (If you want, not required of course :p)

Perhaps I could include some barrier to ensure players start with this first level, and get a few seconds to read the tutorial image that pops up.

I’ll try to push an update within the next 24 hours, hopefully it fixes these issues for you :)

Thanks! Obviously, I recommend giving it a try :)

If you do, be sure to let me know, and any feedback is always welcome.

Thanks a lot!

Thanks! Let me know how it went playing multiplayer with your friend :)

And yes, there are rare occasions where the web overlaps itself, or edges around a point (just by pure bad luck with the angles) are hard to navigate. I couldn’t find a 100% fix in time, but will be looking for it once the jam ends!

Thanks a lot for playing and feedback!

Thanks! I’m planning on updating the game in the coming weeks (to improve issues mentioned here and also add some extra worlds and puzzles), so be sure to come back then :)

No worries, this is already great feedback!

I completely agree with your approach to divide it into even smaller steps. I will surely divide the first (two?) worlds into multiple smaller worlds that roughly follow what you suggested.

I’m not sure if the tutorial images should be hidden entirely (to allow players to figure things out themselves), as I’ve seen time and time again (in playtesting) that 50% of the players will just get frustrated that things aren’t clearly explained and quit.

Anyway, thanks for your time, and I’ll be figuring out how to improve the tutorials and presentation the coming weeks. You’ll see the update when it arrives :)

Thanks!

And yes, I tried to make the game playable without jumping as well, as I noticed during testing that it takes people some time to get used to it. (I also tried other aiming methods, such as “hold the button and you rotate, release to make the jump”, but they were just too slow.)

Thanks a lot for playing! I’d be interested to hear you expand on your gripes with presentation and tutorial. (As the game was made for a game jam, lack of polish is mostly a lack of time.)

In puzzle games like these, creating a perfect tutorial is crucial to me!

Thanks for playing and uploading a video! Very interesting to actually see how others approach the game and what could be improved.

Thanks a lot! And, well, no (critical) feedback is also feedback :)

Haha, well, having fun is what games are all about, right? :p

Thanks for playing!

Hmm, that’s weird, I’ll look into that. Did you play the web version or downloaded version? On what browser/platform?

And yes, the menu will surely be changed, as more people stumbled over it :)

Thanks! And wow … that’s so smart, never thought of that :p Way smarter than assigning unique buttons to everything, and once you’re on game over you don’t need the arrow keys for anything else, so your idea would work perfectly. I will surely implement that when I update it!

Thanks!

Yes, someone else also mentioned that starting the game with the whole world being visible/accessible … is a bit confusing. And some mechanics (especially inverting) should get more time or an extra tip/tutorial. Will fix that in an update!

Again, thanks for playing!

Thanks a lot!

And I agree. I plan to update the game later, and then you’ll just start with the intro levels only, no chance of moving into a random level at the start :)

(I chose to do it this way because I didn’t want to prevent players from continuing if they couldn’t solve a particularly hard level. But seeing that you can just ask endless hints … this wasn’t actually a problem.)

Thanks for playing! Could you perhaps explain what you found confusing or how you would improve it? That would help immensely with improving this game :)

Wow, thanks a lot for investing that much time in my game! Great to hear you enjoyed it.

This is my first 3D game in a looong time, and in my haste I saw no great way to do a grid, so I agree the grid visual is unpolished.

And others agree with you that the font is indeed suboptimal. I do plan on polishing the game and adding some final worlds, and I will experiment overhauling all text with less curvy fonts then :p (While trying to maintain that magicy, swishy feel.)

As with most things, puzzle design is just practice.

Earlier this year, I released a huge puzzle game (Square Ogre). Even though I can now see the flaws in it, working on a big puzzle game for several months taught me all sorts of things:

  • Not too many levels per world (overwhelming)
  • Everything can be broken into smaller chunks (so do it)
  • Build all mechanics/ideas first and then keep the best ones in the best order (instead of trying to do everything right the first time)
  • If it takes too long to explain your core rule, it’s too complicated. (As you said, I think the core rules for this game are … on the edge of the maximum complexity.)

Additionally, I use a simulation to help me out. It can spit out randomly generated puzzles, following strict requirements I set. I use that as a starting point for inspiration and difficulty curve. (Because actual random puzzles are usually quite ugly and either obvious (1-2 moves) or impossible.)

If you’re really interested, I always write these way too detailed devlogs about my projects: Devlog (on Pandaqi Blog)

Again, thanks for the feedback!

Thanks! And you mentioned exactly the two things I’d change if I had more time.

In level 3, you are taught that “going counterclockwise winds up something in reverse”. (So a grayed-out bunny, when wound up counterclockwise, would invert as they are now wound up “-1”.)

This is a major rule with major implications, so I think it should indeed get more time to sink in with players (and perhaps a few more tutorial images).

When I chose the font, I happened to be on a screen with a really good resolution. Playing the game on my old laptop, I can see where the illegibility comes from.

Lesson for the future: don’t pick fonts when you’re on an amazing screen :p

Thanks! And yes, I’ve learned over the years to reserve 1 or 2 days just for the gamepage (and a (very) basic trailer). It really makes a difference!

Haha loved the texts before each level :)

Would’ve been nice if you could just hold a button and it would keep moving in that direction. But overall a solid 5 minutes of entertainment, as promised.

Thanks in advance to anyone willing to try out my game :) If you did leave a rating, any feedback about it is certainly welcome as well!

Is your game set to “Published” (instead of Draft or Private)? I think that’s necessary for it to show up, though I’m not sure.

Really nice, both gameplay and aesthetics! The overcharging platforms are a simple way to immediately make the game interesting.

Although I must say I was puzzled why I was dying or what I was supposed to do for a moment, because my screen wasn't tall enough to fit the game, so I missed some of the UI :p

Also, the jump in difficulty from level 7 to 8 (I think) is a bit harsh, and eventually caused me to stop playing. But I'm generally terrible at things that need quick precise inputs, so take that with a grain of salt.

Hello!

What started as a project to teach children about the importance of "taking care of your eyes", turned into a huge puzzle game with sight as the main mechanic.

It's called Square Ogre and available now for $3.99: Square Ogre



Even though the game has 500 puzzles (across many worlds), it's very easy to learn: each turn, you move the Ogre one step in any direction, and your goal is always to reach the exit. The core loop never changes, but there will be new rules, mechanics and ideas coming your way all the time!

It's playable by anyone, though mainly geared towards children or family with its theme and setup.

I also don't recommend trying to power through all puzzles in one sitting: this is a game you can fire up once in a while, solve a world, and then take a break when you get stuck on the harder ones ;)

I'm very proud of this game, its ideas and its message, so I hope you give it a try :)

(Where does the name come from? The word "Ogre" sounds a lot like the word for "eyes" in Dutch, my native language, so the game is basically a pun on the expression "square eyes".)

Have fun,

Pandaqi

Thanks for playing and feedback! Yeah I completely understand. When I let others player the game (just after the jam deadline unfortunately), I noticed people sometimes being confused as to why they lost the first few times. I should probably add some audiovisual cues when you're losing and some text explaining _why_ you lost.

And yes, I usually add controller support to my multiplayer games, but for a jam game I thought keyboard would be more universally playable. (As it turns out, not everyone has multiple USB-controllers just lying around like me :p)

Haha yes after submitting I realized I never explained the word gates: you can only open it if your character has that complete word. I saw my playtesters figuring it out quickly, so I never even put so much as a hint about it in the game :p

And that's a very cool idea (getting more moves by spelling words), thanks! I might just add that in a future version :)

Thanks for playing! And yes, if I had more time, I wanted to make a system where you just couldn't move too far away from each other. (Or maybe even a splitscreen, although I doubt how well that would work with the vibe and mechanics of the game.)

Thanks for playing! And yeah, I really love Godot for making Jam games, it's just so fast to make prototypes and try out ideas :) 

Thanks for playing! And also thanks a lot for the detailed feedback, will surely improve those points once the jam is over. (I had many more player actions planned and some mechanics to keep the 2nd player busy as well, but ran out of time!)

Thanks a lot! Sorry to hear about your performance issues :( Any idea what might have caused that? On what machine/OS were you playing the game? 

Thanks a lot!

Well, it's partly part of the original design, and partly not :p I wanted to provide some "3d illusions" and have some mystery as to what's in the level and where, but currently there is too much of that "mystery" and I agree that it's sometimes hard to tell what's going on. I've been thinking a lot about possible solutions, so I'll surely be fixing that, just didn't have time to do so before the jam deadline!

An undo system is also a very good idea.

In case you want to know: there are currently 13 levels, but I plan on turning this game into a full feature project, in which case it will probably end up having like 20-30 levels :)

Thanks again for the kind words and the great feedback!