Nicely conceived and executed; I haven't finished it yet (EDIT: stuck on the first sproing level, may come back later) but the puzzles feel just the right level of crunchy. A few suggestions:
Fullscreen option
Level select as others have mentioned, maybe combined with a progress indicator
Complex levels might be easier to 'read' if all blocks at a given level shared a colour (but I appreciate this might get too noisy once all the special blocks come into play)
Highlight the object under the cursor; sometimes it's not the one you expect, especially at odd view angles
I like the understated sound a lot - feels very tasteful and atmospheric.
My tester also complained about that depth is hard to read in the complex levels, maybe I can solve this with a shader giving each level a different hue or value.
Adding a highlight to the selected object and maybe adding a gizmo showing the direction the object is going to move would also be a great addition.
Thank you for your feedback and ideas, also fullscreen is now supported :)
Hiii, I've made a video about the game and wanted to share some feedback about it, hopefully it is useful to you ^^
-The idea of the game is great.
-The puzzle mechanics are easy to get into and the puzzle design is really good.
-The visual style of the game makes it feel cohesive and enjoyable.
-I don't know why but the "master" on the audio was REALLY low by defaut and it took me some time to find out about it as I initially thought the game had no sound at all.
Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)
Thank you for making a video about my game! It's definitely interesting to watch other people solving the puzzles I created as all people approach each level differently.
This seems really cool so far, and has some pretty interesting puzzles! As someone who plays a lot of puzzle games, I do have a few suggestions, whether for this or future puzzles games:
- Add an undo stack and try to make it as snappy as possible (ie holding down Z should rewind your moves at increasing speed). Complex levels are much more fun when a dead-end solution or a misclick doesn't force you to start from scratch, especially when the mechanics produce a lot of fail-states. (Including level restarts in the undo stack is also a good idea).
- Add a level select. The later levels are complicated enough that I don't know that people will tackle this all in one sitting. The other advantage of a level select — or overworld if you're feeling really ambitious — is that you can introduce some degree of non-linear progress. So if a player gets stuck on one level, it doesn't result in them bouncing off the game entirely.
- I'd consider allowing the player to rotate the view by clicking and dragging on non-interactable surfaces. This is largely because I'm playing on a Mac where a right click is a two fingered click, which is can accidentally turn into a scroll/zoom — more importantly though, there's no reason you couldn't port this to mobile if you got rid of the right click limitation.
- I like the minimalist look, but the black blocks start to feel a bit oppressive on the larger levels.
Thank you so much for your feedback. You got some really good ideas I would like to implement next.
Specially the undo stack would be something really helpful as dead-ends are frustrating but somewhat required when constructing difficult levels as this leads to a more complex solution.
A level select is also a good idea because I observed people need a lot more time to solve the puzzles as I intended to (around 30 min playtime). Making the level selection non-linear would solve this issue. Maybe this is the reason many "casual" mobile puzzle games have a grid-like level selection with free choise.
← Return to game
Comments
Log in with itch.io to leave a comment.
32 bits
Are you using an up-to-date browser version?
Nicely conceived and executed; I haven't finished it yet (EDIT: stuck on the first sproing level, may come back later) but the puzzles feel just the right level of crunchy. A few suggestions:
I like the understated sound a lot - feels very tasteful and atmospheric.
My tester also complained about that depth is hard to read in the complex levels, maybe I can solve this with a shader giving each level a different hue or value.
Adding a highlight to the selected object and maybe adding a gizmo showing the direction the object is going to move would also be a great addition.
Thank you for your feedback and ideas, also fullscreen is now supported :)
Hiii, I've made a video about the game and wanted to share some feedback about it, hopefully it is useful to you ^^
-The idea of the game is great.-The puzzle mechanics are easy to get into and the puzzle design is really good.
-The visual style of the game makes it feel cohesive and enjoyable.
-I don't know why but the "master" on the audio was REALLY low by defaut and it took me some time to find out about it as I initially thought the game had no sound at all.
Hopefully this is useful to you :D, also if you could subscribe that would help me a lot :)
Regards
Thank you for making a video about my game!
It's definitely interesting to watch other people solving the puzzles I created as all people approach each level differently.
You are welcome :D
This seems really cool so far, and has some pretty interesting puzzles! As someone who plays a lot of puzzle games, I do have a few suggestions, whether for this or future puzzles games:
- Add an undo stack and try to make it as snappy as possible (ie holding down Z should rewind your moves at increasing speed). Complex levels are much more fun when a dead-end solution or a misclick doesn't force you to start from scratch, especially when the mechanics produce a lot of fail-states. (Including level restarts in the undo stack is also a good idea).
- Add a level select. The later levels are complicated enough that I don't know that people will tackle this all in one sitting. The other advantage of a level select — or overworld if you're feeling really ambitious — is that you can introduce some degree of non-linear progress. So if a player gets stuck on one level, it doesn't result in them bouncing off the game entirely.
- I'd consider allowing the player to rotate the view by clicking and dragging on non-interactable surfaces. This is largely because I'm playing on a Mac where a right click is a two fingered click, which is can accidentally turn into a scroll/zoom — more importantly though, there's no reason you couldn't port this to mobile if you got rid of the right click limitation.
- I like the minimalist look, but the black blocks start to feel a bit oppressive on the larger levels.
Thank you so much for your feedback.
You got some really good ideas I would like to implement next.
Specially the undo stack would be something really helpful as dead-ends are frustrating but somewhat required when constructing difficult levels as this leads to a more complex solution.
A level select is also a good idea because I observed people need a lot more time to solve the puzzles as I intended to (around 30 min playtime).
Making the level selection non-linear would solve this issue. Maybe this is the reason many "casual" mobile puzzle games have a grid-like level selection with free choise.
Again, thank you for playing my game :)
when was this
This game don't run
What browser and version are you using?
Firefox 90.0
Works fine for me, Firefox 90.0, Windows 10.
Windows 7