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 :)
soffar
Creator of
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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 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 !
