When I first entered the game, I thought I was going to play yet another level platformer. But when I pushed the button, and the landscaped shifted for the first time, I broke into a huge grin and stayed that way until I finished all too soon. Well done!
This game has a lot of potential, but the control scheme absolutely baffled me. Either allowing players to change the control scheme or making a more intuitive default control scheme would really improve the game. I have little doubt I would enjoy this if the controls were better!
I really liked the concept, and it looks and sounds beautiful. Two things, though. It did get really laggy on my computer when I approached the edges of the levels. Also, not everything turns transparent when you're behind it on a different plane, namely the blue crystal-looking platforms and trees. I didn't like that I couldn't see where I was standing behind them or if I was about to step off into nothingness. All in all, though, it looks like it has a lot of potential. Good luck with the Kickstarter!
The game stands well on its own as a music game, even without the promotional aspect--and that, in turn, is well-done promotion. Although the title and theme made me expect music from somewhere between the 20s to the 70s, I wasn't put off by the song itself. It was even kinda catchy. I think you're pretty talented in your genre, honestly. Good luck with the competition, and well-done on your game!
Oh man, this game. So difficult, but it hurts so good. I liked that it saved your progress, and being able to graze the blocks without being instantly destroyed was a nice touch. All in all, nicely done. Now excuse me while I throw my laptop out the window.
Pretty fun little game. It's silly, has a unique art style, and I like those things in a game. If I could offer one suggestion, then it would be checkpoints. The map is rather big, and it would be nice to be able to start from a checkpoint rather than having to begin all over again when I lost all my lives. Other than that, though, it's pretty good.
Great job! The story was interesting, the game looked good, and everything worked perfectly--no bugs, no clipping issues, nothing but smooth animation and gameplay. Given your previous work, I was bracing myself for something to jump out at me when I opened the coffin. ;)
Hope to see more from you. I always enjoy your work.
I really like the look of the game, and I can see you put a lot of time and effort into it. But I found it difficult to want to keep playing when I repeatedly lost all my lives by Level 3 and had to start from the beginning.
The character movement, especially jumping, requires precise timing pretty much from Level 2 on. That's not intrinsically bad. However, giving the player only 3 lives across the entire game seems to rob the player of the ability to learn how to get the timing right. I was frustrated that I wasn't even allowed to figure it out. Maybe more lives or infinite lives would help bump the game from "nearly impossible" down to "high-difficulty."
Didn't encounter any bugs (but again, didn't get far). I appreciate that you're doing your best to respond to feedback, too! I hope this has come across as the constructive criticism it's meant to be. Good luck. :)
Beautiful, relaxing game! I love the art style, and the music is wonderful. (Seriously, where do I download that?)
If I may offer two small constructive criticisms? I wish that the game had had some sort of ending. Even just an ending message like "And so, Io restored serenity to the mountains" would have given some closure to the game's premise. Also, I didn't realize that you got to new levels in the menu by clicking and dragging until I'd tried every other button on the keyboard. Perhaps it would help to include that in the instructions?
Other than those things, great work. I really enjoyed it.
Fantastic atmosphere and world-building, but it was so short and lacked really anything that makes a game...well, a game, that it really felt more like a webtoy than anything else. I would be very interested in seeing an actual game built off this, though!
I, for one, loved this game. I think the way you made the spellcasting system work with the level maps was brilliant. I couldn't just barge in and fling spells around without planning ahead, but I wasn't railroaded into using only one type of strategy, either. Few games find that balance, and I think you did that well. The puzzles were challenging, but never felt unfair or needlessly hard to me. Every time I discovered just the right combination of spell and positioning to get past the enemies, the little "Aha!" moment made me feel like a genius.
I did occasionally find myself wishing for an "undo" button because I made a move, and then immediately realized what I should have done differently. Going back even just one step would have saved me from a lot of restarts. That said, the lack of such an option didn't kill my enjoyment.
The storyline made me smile, and the animation and graphics were beautiful. Fantastic work, Hypnotic Owl. 5/5.
I ran into what seems to be a bug within 5 minutes of playing. When I shifted to Krethys, I couldn't make the shift stick until I jumped with Space. The right wall disappeared, so I thought maybe that's what was supposed to happen, so I tried to move right. I ran into an invisible wall, though, so I went left instead. Now I'm stuck on the left and can only jump, no matter how many times I shift and jump.
Shame, because it looks like fun.
You've really got something here. I hope you go back and make the full game, because I really enjoyed it. I like that you have different ways to do battle for different characters.
If you do go back and do the full game, though, I'd suggest that you put instructions in-game on how to do battles. (A tutorial, maybe?) It took me a while to figure out that you had to type the words out for the Fire character. (Of course, I hadn't read the description all the way through, either. :P )