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Senzameta

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A member registered May 19, 2016 · View creator page →

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Thanks for this feedback!

I opened the project again to get to the bottom of it because I actually have similar thoughts about interactions and the cursor targeting.

- Cursor reliability: You aren't the problem! When the placeholder asset was replaced, it looks like cursor offset was not adjusted or placed somewhere not in the visual center of the index finger and thumb. (it's closer to the inside of the hand, past the index finger). Sorry about that! Definitely an oversight.
- Click and drag: It almost made it in to the submission release :{ Personally would have preferred a hybrid, where clicking and continuing to hold for some time is treated as click-and-drag input (so `released` becomes the drop orb trigger, not another `pressed`), while allowing a single click-and-release to be treated as the click-move-click input mode.
- Button clicking: Same issue as the cursor target, but a little worse because the button does not have the same padded interaction area that orbs do. Orbs have about twice their radius as interaction targets.

I love that you appreciated the ending and that all of the affordances made it clear exactly what you were being provided! I was worried that sliding up two more trays of orbs would send mixed signals about it being a harder puzzle, and not a free-play mode.

Appreciate the thoughtful feedback :)

Great find! That's a funny bug and makes sense lol.

Appreciate the kind words and glad that you enjoyed the sandbox mode :)

Hey!!! Thank you for recording these and honored to have made the stream haha.
Awesome feedback and appreciate you engaging with it so earnestly.

Really well done. I loved learning the visual language of the diagrams. I used to have nightmares about DOS stuff that looked kinda like this as a kid.

Great game! I love being the drainhopper. Some real-time indicators for everything explained in the starting room would have made controlling the character feel more reliable.

Once I figured out what it was, I felt like a child playing physics flash games on the family computer again lol. Really cool idea and appreciated the simplicity. My level complete graph was always off the screen since I was making arrow conveyor belts for this cow.

I really enjoy this style of puzzle in games. Solid job putting this together.

Once I realized what I needed to do in most screens, the act of making it happen wasn't as fun. I discovered some patterns I could use to reliably platform without giving myself ceilings or otherwise blocking myself from using previous platforms - that part felt interesting, like a self-made playbook. But there weren't many challenges to those patterns in the level design.

Overall, really appreciate the simple control scheme and real-time telegraphing of being able to stamp yourself. The rest I had to figure out after a few browser refreshes.

Love those ideas. We almost had some per-ring rotation (and reverse rotation) included, but not enough time and content to make the new challenges/modifiers obvious or meaningful.
Thanks for the kind words and encouragement.

Thank you!
That 'off by one' friction was what led to almost all of the real-time feedback for where your notes are placed in the sky and all of that fun stuff. Definitely could use even more visual aids. I had thought about quartering the rings and using pips along the edges for little *, **, ***, **** markers to make it a little easier to break the device up mentally into the pieces you care about.

Think I know which note you're talkin about haha. Glad you enjoyed puzzling it out and appreciate the kind words.

Hey thanks - totally fair feedback and ultimately agreed! There was lots of back and forth and sanding down edges on the gameplay that I think it came out a little safe

Beautiful game

A control guide, even in the game's page description, would have been pretty helpful. Found myself really enjoying it until finishing the robot. It seems like I'm supposed to get in it and explore more, but wasn't sure how to do that once I filled up all the bars from collecting resources.

Something really interesting here, but I don't think it got to shine in this version. I'm reminded of running around the depths in Tears Of The Kingdom.

Short and sweet, appreciate that it technically loops. I wish I got the basket a little earlier. Maybe from the squirrels.

After understanding the context of the combination puzzle, walking back to see what a statue said works against the slow walking speed, no shortcuts, etc. Having all three floor switches present (but enabled on statue reveal) may have helped make the puzzle more obvious without giving away too much about the solution or how you reach it.

Loved the music layering as you progress and the atmosphere overall.

this is very addicting. nicely done on all the little dudes. The stack visual and how tilted = too tilted took a bit of playing to get familiar with. Loved this :)

Hey thanks! The birds were a within-the-hour-of-submission addition, so I'm glad they mostly work. Since there is a bit of a bug in the behavior, where they follow too closely once targeting the player, they can only really be stomped if you get the jump on them while they fly in the tree tops.

The bug did get me thinking about a friendlier bird who helps Fiora :) Glad your mind went there too. thanks for the kind words!

thank you! Lots of of the underlying systems (and better feedback for them) didn't get to shine enough in this build, but Id love to keep working on this with the team :) Really glad you had fun

Hell yeah, this is really fun. I'm sure I just need to git gud etc. but coyote time would have helped some of the otherwise very smooth platforming.

Thank you!

Hey thanks!! Loved Doombrella

Thank you!

We originally had KBM controls and last minute opted for exclusive keyboard controls

I loved this. The paint brush sprite's rotation with cursor position felt so natural.

Nailed it all around, hell yeah

This core loop feels so good

Hey thanks! We wanted to add more + better feedback for using the clone, but really glad you liked the idea.