I would love you to try my game - but I would have to say playing with mouse and keyboard is probably a negative experience at this time. If you can find a controller then please give it a go, would love to hear your thoughts.
squigalug
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Interesting concept. I'm not 100% sure I found the challenge of drawing out the floor plans "fun" or more like homework at this time.
It wasn't clear initially that you have to draw them relative to the north marker. Adding some sort of "move" whole drawing tool might help with this. Several times I found myself having to erase and redraw as I was slightly in the wrong grid space - and that felt like it could have been smoother, if I could move what I had drawn already.
I struggled the most on room 5 and was going to give up until I clicked on the feedback link and found out about the secret panel and then immidiately got what I need to do.
After room 5, I sailed through until the last level (room 9) with the mechanical trampolene, and what looks like a crouch access area (that I unscrewed). I just couldn't work out how to make the trampolene jump, or how to crouch under the panel. (If either of these was what I needed to do) and so I eventually gave up at ths point.
Presentation and implementation seems nice and polished. Good atmosphere and vibes of a weird space station, but I'm not sure this is a puzzle for me, but I'm sure others could be hooked.
Fun game, lovely pixel style. Huge lore and complex systems to be played with for upgrading your character.
My main feedback would be that I personally would like to be lead into the game at a more gradual pace.
I chose tutorial and access to all of the pause HUD menu from early on feels a little daunting.
In a similar vein the main hub world has lots of characters, shops, areas and information.
I would recommend a lot more gated access at the beginning of the game.
Maybe just the weapon shop, less characters around.
Get the weapon, get into the first battles.
Back to the hub, access healing, open a new shop etc etc.
But that might just be me though, others might like all the complexity and world on offer straight away.
Here's a list of my other thoughts of the current demo:
* Itching to get to the action but the hub world is massive and I struggled to find the weapon shop.
* The extensive HUD is super comlicated for a new user.
* So many characters with storys standing around - hard to take in all this information.#
* I wanted to find the guy who had zapped me and give them a lesson, but the hub has me feeling a bit lost.
* Was sometimes hard to distiinguish a wall from a walkable floor. Maybe an outline around non nav blocks would help?
* A lot of dialogue to get through, not all was skippable and some early tutorial dialogue timed out too, rather than waited for me to read it and press A (recommend consistency here). However I liked how the story was told and the characters seem to have charm and a back story which was great.
* Running around the hub world didn't show my stamina bar.
* Forced to play in a small window rather than the whole screen on my pc. I would choose full screen but it would window size back to original.
* Found it a little confusing after a battle that upon walking up the screen to exit a battle, I ended up at the bottom of the hub world again.
* During combat if the blob enemy gets close to you, you can't hit it with your knife. It wasn't entirely satifying running from the enemy and not being able to strike them. (I was playing on controller btw) My strike went out ahead of me, whilst the enemies were behind me.
Any way great job so far, nice one.
Nice little puzzle game with a few new twists to the genre. The pixel art was nice, although I thought the main player could have been a bit more animated as they move around.
I powered through the early levels and they introduced new challenges at a reasonable rate.
However once I got to the Sinister level (classic maze in appearance) the game seems to have added a random element that can mean you need to get lucky as well as solve the puzzle. Basically when chased by the monsters you have to choose where to hide and it is just 50/50 if the monsters comes your way or not. Adding a looped area to hide in would solve this problem so the player can always escape if they are quick enough. Taking away skill and adding random deaths definitaly puts me off a puzzle game. Apart from that though nice presentation and spooky story.
Hi devs, the game looks really polished and I love the screen effects and general look of the game. I did struggle to play a little so here's my feedback, hope it is helpful to you.
It took me a while to work out the initial tool tip was for a space bar, but I did eventually and got in to the game.
The tutorial is very heavy on the info, so there is a lot to take in or at once. Also for me the tutorial ends too early, dropping the player right into that action. Ideally I would have liked it to step you through a round or two at the start. This would probably have helped with some of the issues I had. Making a longer tutorial would also mean you can spread out the info and only bring it new information as it is needed.
When selecting the initial world, the game shows you what resources are available. Is there a way to find out what the icons mean at this stage?
When rotating the world it looks like you should be able to rotate individual sections (like a rubiks cube) but I found I could only rotate the whole cube to choose the top face. Mixing the world like a real cube feels like it would be cool and add more control over combos.
When I choose start battle, I can then get resources from chests etc - it seems odd that the battle starts straight away before I have had time to equip my new items.
After a battle is there a way to restore my players health? I found my character was just getting lower on health each time, did I miss something here?
Overall the game has a great visuals style, although the pixel art did mean some enemies were hard to discern what they represented. The game looks like it has a lot going for it - with some big mechanics to get your teeth into. But for me I struggled to play as I was not sure I was doing the right things. I think a longer tutorial would greatly help this game.
Hi Hythrain, wow what a lot of great feedback - thank you so much for your time :) Yes please I would love a link to your video when you post it. A lot of great comments and suggestions. Adding keyboard control is something I would love to add, but haven't quite worked out how yet. Thanks for taking the time - and yes there are a few more puzzles after the big climb for you to explore if you get time.
Hi Mayshing, really sorry you got stuck. To move JB around you need to grab your leg control with a hand first. Then you can move around like in a conventional game. You can use either hand to grab it, but you need to keep holding the leg control to move.
This is great feedback though - I wonder how many other people have got stuck like this, I certainly need to add some helpers to explain the controls when this happens. I would love it, if you would give it another go if you have time. Thanks again for the nice comments and feedback.
When I first saw Lost in the Wild's game world I didn't expect too much, but after a few minutes of play I was pleasantly surprised. The "core" game loop is quite a fun little one. Gather speed, use that to gain power and then find rocks and take out the tribe. Obviously the sound effects are spot on too.
Not sure how the "engaging" with a tribe worked - as it seems you have to kill them to progress. Here's my feedback on what I would work on next if I was making this game.
+ Ensure no tribes people near player at start of game to avoid instant attack\death.
+ Add HUD item showing how many tribes people remain.
+ Maybe add health rather than instant death - also add health to HUD.
+ Add controller support, should suit it well.
Keep up the good work.
Lovely pixel art. Felt well paced with the introduction of each new mechanic. Nice to have the undo as well as the reset hot keys for quick "one more try" action. Cute sound effects - specially the "I'm free, thank you!". Wasn't sure what the blank buttons at the bottom of the options screen do. Maybe add a resize/scale option to fill the computer screen. But a fun little game you can dive in and out of.
So first off, the sound, music, visuals and general vibe of this game are lovely. They really capture the atmosphere of being a super hero (or a super villain). But boy yep this game is challenging, I suspect that this could be one of those games where once you have mastered the controls you can drive that ball around really efficiently. From a new players perspective it might benefit from making the initial levels - less failable. Once frustration I had was that a simple mistake often meant the ball got into a worse position than at the very start of a level, making it better to restart than try and fix it. Adding a quick level reset would help with this - I found I had to route back through a few menus to choose to play the level again. The checkpoint system is a nice idea but again, the game makes you work for it.
So my overall opinion is cool concept but for the noob player like myself it was a bit frustratingly difficult to get into, but that could just be me and others like the difficulty level. Also would it be easy to add controller support too, I think that would be a good choice to have. Keep up the good work.
Really neat idea, I'm currently stuck on level 8. Initially I thought it was going to be a pretty mediocre affair but when we get introduced to the teleport things go up a notch.
I did find that the difficulty ramped up when timing became important at level 7, might want to ease that in a bit more, especially with how the level restarts and you can get continually killed after just a second or so as you try and figure what to do. But I managed it so might be just me. Style wise, really nice, maybe add some more character with some idles when the player is standing still.
Overall nice and polished presentation too. Will come back later and try and get past 8, feels like there could be a lot of neat puzzling with this teleport thingamybob.

