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 :)
Senzameta
Creator of
Recent community posts
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.
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.
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.
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!


