Esen Espinosa (@sujumayas)
A member registered Sep 04, 2018 · View creator page →
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Actually I think (like you) that you put enough contextual help. The difficulty, I think, comes more from the quantity than from the lack of it. I think that is kind of tricky also, because your descriptions are fun and part of the narrative of the game, so removing them removes narrative at the start of the game also, but maybe you just need more slow pacing and some way of like making sure the player has to do some action (and learn to do it well in the process). Idk really, just guessing lol. (Im a Philosopher so this was like the first game I tried!)
I loved the thoughts descriptions and everything about the concept. :D
A very good concept. I could not think about the letters and my main language is not english so it was harder, but I manage to survive a bit by getting some easy 3-letter words. That was unsustainable quickly, because I left a lot fo holes... Maybe you can do "gravity" or something like that when you make a word, so the letters above just go down and maybe make new words so you could plan ahead...?
Great music and a crazy idea! Hard to get used to both mechanics at the same time! Maybe make it a little bit easier in the first level by showing clear lines ? (so we guess a powerfull enemy is comming when the guy that jumps through lines appears)
Is this a cooperative game? Cuz there is only 1 result in points. I liked the art and the idea, you could add some kind of tracking of how many times each summo hit the onigiri so they have separate scores and thats it. They will fight to hit it :D
Nice Idea. I had the same problem of pfail (previous comment)... But also had some issues discovering how mechanics of "doing damage" to enemies worked. ¿Can you hit an enemy directly with your thoughs or you can just hit enemies thoughs?
We tried it in group. Mixed feelings about the cat weird sound. We liked the music and the graphics. I would suggest lowering the difficulty (enemy hp) so you can learn this new weird mechanics :D
I agree with @Cleto Thar. Comments like this makes us so happy that we will keep hitting the keyboard! And... we will find you and use something of you in our games lol. Let's put everyone in there!
Yes, I would suggest doing a first level really introductory to the mechanics... you can even have 1 level without the rising water/lava so you present that danger in the second or third level and that makes it more engaging to the player... because he/she though it was all easy and cannot accept too loose his previous success feeling. :D