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soffar

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A member registered 25 days ago · View creator page →

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Wow, I am really found of the puzzle you figured out in here ! It really is an inspiration for what I was willing to implement, seeing how the world really changes with your actions. Looking forward to play it :D

Also, the artwork seem very promising !

Good job to the whole team :)

The artwork is splendid, as for the paper animation.

Overall, the UI/UX is very smooth and allows the player to enter easily in your world. A small change in the mouse cursor could be helpful to understand where to click sometimes.

Good job for your work ! Looking forward to play more :)

Hey, tyvm for your feedback !

The day definitely feels "easy" if you already know your path. I hope that by doing a bigger level with different available branches before getting stuck would force the player to explore more during the day.

I was also considering hiding the araçá tree unless you are in range so that you really need to explore more, I might test that ;)

Yeah, for the screen, since Im working on an AZERTY keyboard, I might have forgotten to update some texts :D

I'll check the lag issue and I'll try to ease the jump mechanic with coyote time and jump buffering on the last sprint since I was worried I would lose a lot of time figuring how it would work

Thank you very much for your feedback !

Yes, the plan is to, at least, double vertically each level so the player feel more the verticality. The current level design was designed small on purpose to ease a bit the tests :D

We appreciate your feedback ! An in-game tutorial will be available for the next iteration ;)

Hopefully, the visuals will add a lot to the game feel !

Thank you very much for your feedback ! I was hoping to make an in-game tutorial for this sprint, but I figured the video would be easier for now because we're planning to add more features :D

Thank you so much for your really thoughtful feedback, means a lot coming from someone who also feels/live this issue on a daily basis !

We'll consider the idea you sketched: a single, persistent surface world (degraded and flooded) that visibly repairs itself as the player frees the buried rivers, unlocking new areas as it heals, instead of separate day-levels. It actually reinforces our core idea, eventhough the level design might be harder.

Considering the loss condition (since our fail state is still open), the flood pressure you described (and the Swindle reference) give us a clean way to fill it. We'll probably go for a lighter flooding gauge rather than a full day-budget, since our structure is more linear.

Thanks again for taking the time to read our project : valeu e abraços !