I thought the hint was 917 and not 417 because the lettering wasn't clear.
schwarzeralptraum
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Thanks for all the feedback thus far. I'm trying out a new interaction system where instead of having to pull out a menu, you just perform the action directly and the close up appears as soon as you're close enough to an object. Unforunately, that requires mapping more buttons. What do people prefer? You can try the new system on the same playtest link now. If you want to know what the old interaction style looked like, you can play the demo or download the playtest 3 build.
I don't think I've posted in here yet, and if I have, somebody feel free to tell me so I can close this and bump the other thread.
I'm making a cute duck game where you play a duck trying to collect as much food as possible by helping out characters with cute cuddles among other things.
I had a demo earlier and got a lot of feedback for it, so I'm mostly looking for feedback for the later levels not covered in the demo. Mostly on the puzzle design. I want to be sure that the game drops enough hints for people to figure out what to do or how to solve the puzzles, and that it's not too obscure.
I'm open to receiving feedback on any bugs you might encounter anyways, but now that the game is content complete, I just want to be sure people can complete it.
https://schwarzeralptraum.itch.io/skyes-ducky-adventure-playtest
Thanks for spotting the bug. I was just missing a check, so that's been fixed now.
As for getting inconsistently powered bows, it's because the game isn't linear. I think there is still another better bow you can get, just that there isn't a scenario so far that leads up to it yet because it's not implemented.
The only thing I can think of right now is if you're using the load tab instead of the save one or vice versa. But that's a UX problem; maybe I can make it more obvious that the save or the load one is selected. If you had some steps to make it reproducible that would be nice though because I'm unable to trigger it.
Did you at least find the grid paper?
If you did, notice there is a section of the room that has these symbols on the walls, and there should be a red, green and blue stool above or below them. You match the colors with the ones on the grid paper and the on/off note tells you if stool above or below means on or off.
As explained in the last hint, it's like the other gravestone puzzle. The only other difference between that puzzle and this one is that you had to count up how many times a particular gravestone is in the up position every time you press the button, and each gravestone stands for a digit, whereas in this one, you'll notice that you can only press the button four times before the gravestone patterns reset, which means you get the first digit from adding up all the gravestone numbers the first time you press the button, the second digit from pressing the button a second time and so on.
I hope that helps.
I've made some improvements to the gameplay and the gaps between the ledges. I'm not entirely sure if they will help in your case, but for example, the ceilings won't interrupt your jumps anymore, and you now have to hold down the jump button to hang onto a ledge instead of the arrow buttons so it won't interfere with jump control.
That said, if your problem with the platforming is that it's not twitchy enough, it's that way by design; this is a cinematic platformer.