Pretty fun short game with solid clues... only complaints are the menu bug and the forced slow pace of entering the right button combination... I had it right the first time... but thought I was missing something when it didn't work. Turned out I just wasn't entering the combination slow enough to wait for those ... I can only assume pneumatic buttons (I can't think of how else they would depress so slowly). That animation could be sped up considerably to help them feel more real and make it less confusing.
Very dark and morbid vibe not really my thing. Some switches could be pressed indefinitely, others only until the puzzle was solved, and some just once. The music was an odd one because a puzzle that spans 4 rooms with no indication... (even with sound on... I checked to see if I was missing something) as to how they connect. Luckily there are just two segments of notes and so it only takes a max of two tries... but that's only if you know that there are in fact two pieces which still I don't understand how a music box and a record player and a record in 3 different rooms relate to an odd button skull plant in another room... other than they all have notes... I would think that either there is no musical references in the rest of the full game (which seems unlikely) or there needs to be something more to tie them together. Most the other puzzles made sense once you figure them out... other than the "clown" secret that was just gibberish as well.
Eventually I got 20 on stamina for that stupid medal... but I tried with sound on to see if it was an audio cue.... but nope... nothing... there is not indication as to why your indicator moves faster to the left or why sometimes pressing space will make it jump to the right way too far... it's just a random mechanic with no indication as to how to actually do it correctly if there even is such a thing.
Is there any reason or rhyme to the stamina game... I can't get the bar to sit still... and can't get past like 15. All the other games have clear indications as to what to do and when to do it.... that one just seems random
Great use of sound. Fun concepts and so much potential... like mentioned by others the walls are very inconsistent... you'll stick when you want to fall and fall when you want to stick. Even after beating the whole game the controls and mechanics all felt inconsistent and hard to follow... I'm not sure what I just played....
Another great addition to your collection. I hope you are documenting what you are doing because this has to be the best example of developing games with a fully finished game almost always ready with more content and new games coming out all the time. (switching directions while swinging carrot may cause it to not hit)
Seen a few people ask about twin cutters... once you get the blade to where it needs to be you have to remember a mechanic from back a handful of levels to be able to clear a way down to under the blade.
Costs are too exponential and gains are too logarithmic. I don't see any monetization of this slow process.... so I don't understand why the game is this slow. The game would be much more entertaining at a faster pace.
Caps lock should not be in the top 20 buttons used to control and seeing as this game only has 4 it shouldn't be used. (YOU ARE LUCKY MY WHOLE COMMENT WASN'T IN CAPS...)
A little more structure to the randomness and you would have a full blown game. As it is my high score from my first couple runs just getting lucky. And then after I learned all the mechanics of the game it took ~30 runs to beat that high score even though I now new how to play the game. Randomness can be fun, but too much kills the game and just turns it into a slot machine. Which is addictive, but not enjoyable.
Game is slow... and range shouldn't be an option for your first hero. The strategy doesn't allow for that to be a good choice especially since everyone gets a healer as their second hero... the game is set up to have a tank in front, but before anything about the game is explained I've already got locked into an archer.
Level 15 and 16 only have one starting move allowed and rather low move counts making them much simpler puzzles in the middle of the game which can be a valid design move for motivating players to keep going however it does slightly detract from the "expert carpeteer" achievement by awarding it on a simpler level.
Thanks for taking the time to give us feedback!