Visually it's...kind of a lot. I think I'd consider simplifying some of the icons.
On the other hand, it might be nice if a rock that's in the water changed a little to visually distinguish it. Grayer? Bluer?
It is cute (plus, cake!).
The main frustration was that I went to the laser area last and, because I didn't destroy all the blocks before going down, a block was sitting there keeping me from getting back up. The only thing I could do at that point was hit myself with a laser, which started me from the beginning, which, ugh. Still worth playing though.
Oh, right, language barrier! It's funny, because when I put "lunch box" into an image search I get exactly the thing you describe. And maybe that's what younger people in the US picture? For those of us raised in the 70s-80s in the US, a lunch box is a rectangular metal (or sometimes plastic) box with a handle, for carrying lunch. (Do an image search for "1980s lunch box" to get a sense of it.) It's not a thing you'd put into a picnic basket...but the thing you describe totally is.
Well, and now we both know! :-)
Small note: the radio transcript has "Kruger Industries" at the top. (If I had to guess, I'd suspect that was its name until you didn't want it on the same card as Kreutz?)
Anyway, that aside, this is very well done. It was a lot of fun to piece things together (sometimes literally!), and I loved the chains of inferences necessary to answer the questions. (I did somehow get the first two cameras swapped, so my inferences weren't perfect. There's also a weird little inconsistency there about whether they were carrying a picnic basket or lunch boxes?)
Excited to see how it ends up if you keep working on it!
Yeah, Knightmare is pretty bad, isn't it? :-)
I was going to complain that the main game is basically "find a zero, use it to find more zeroes, until you're done", but I have to admit there's kind of more to the (pardon the term) endgame than that. What seemed like it ought to be obvious ended up pretty darned engaging!
Hey, mods--
Sorry to post in public, but I don't know how to contact someone directly on itch.io and also this happens to hit one of my hot buttons.
https://boredreaper.itch.io/flow-of-the-lost-beacons looks great. The thing is, it looked even better when it was https://johngabrieluk.itch.io/amaya-maiden-of-the-storm a year ago, before "boredreaper" changed the names of a couple of characters and added "flow" to the description. Pretty sure that violates some rule or another of the competition?
It's a little weird that there's not a unique solution to each level. At first I noticed this when the last two markers I was placing weren't determined (it could be row A / col B and row C / col D, or row A / col D and row C / col B). By later levels it meant that I could just click and hope for the best without really having to logic through things, and it would mostly work (which is not a thing that works in a usual Star Battles).
Oddly, I hadn't, but also oddly, I'm no longer getting that error, so whatever you pushed seems to have fixed it. (If it comes back I'll give a more detailed description!)
EDIT: Wait, I take that back! I hadn't recognized the name, but I did in fact play it ages ago, so there was almost certainly some sort of old (I guess pre-druid?) save information in there. Well, that totally explains that.
At the risk of being all "I just started and I'm stuck"...
What I seem to have open right now are three red dead ends and a blue dead end, and half of "Green Letters". (But the hints on "Green Letters" only apply to the half of it I've solved.) What am I missing that would help me progress?
EDIT: never mind; I had the right answer, but was typing it in the wrong format. (Which feels a little guessing-game-like, not to accept the right answer in a different format, but.)
I love the varying aesthetics of the different levels! And I think "the seven deadly sins" is a great theme to built around.
A few of the levels had a trap that a lot of platformer games fall into, which is that it's not always easy to tell what's a platform and what's scenery. (I fell a lot in Wrath, I think because there were ceilings; I recall in Gluttony that I was surprised that a windowsill wasn't a platform but a candelabra was.) Like I said, an incredibly common issue with games like this, but it's a thing to be aware of.
I don't know what the students' next steps are; if having put together a (very successful!) demo, they're moving on to another project, or if they're going to develop this more. If it's the latter, I know that I was thinking about ways the levels could differ that would tie into the theme (in Sloth, you move more slowly, or you can't double-jump; something with the gems in Greed...).
At any rate, kudos to everyone for a well-done project.
There's an inconsistency that doesn't seem to count as a lie: Sebastian says that he found the girl this morning because the maid was late with breakfast; the case files say she was found dead in the evening, after finishing the day's work.
(I'm stopping to leave the comment because I think the premise here is really interesting!)
Cute robot: check.
A surprising amount of puzzle elements: check.
Fun, well-designed levels: also check.
My only actual complaint is the speed: I felt like the robot was walking through molasses, especially when I needed to get from one side of the level to the other. But in terms of gameplay and mechanics and puzzle content, absolutely solid.