When this series is over, I'm going to replay them all once more, because I've already lost track of the story so far. :D But these are awesome games, by far the ones I look forward to the most. I do hope that when it's done, the author will make one grand game from them all together.
Bug here on Chrome latest. After finishing the 1st level just fine, I cannot swap any pieces anymore. They're just all flashing green and don't react to mouse clicks.
Woohoo! Yesss!!! Another one!!!! :) Btw - are there any plans to continue on the main storyline? That kinda got left hanging. :) Although it seems that this one is merging in there too, slowly.
And here I am with an ancient AMD Phenom II X2 550BE, 6GB DDR RAM and a Radeon RX570, and everything works smoooothly. My guess: it uses some arcane shader magic that older/integerated GPUs don't support that well.
Another idea: add more red herrings. Pieces that seem like they just HAVE to be a part of the solution, but in reality you should leave them alone. Or maybe not fold them as much as you can. It seems like you already tried it a bit in some levels, but this can be taken much further.
Ina's and Mina's maze... is there a bug with one of the pieces, or is that on purpose? I don't want to spoil anything, but one of the pieces seems to be affected by an unrelated piece.
Bug: In the final level, when you meet the first statue, exchange yourself with it and quickly throw your hat on it again. Then wait until the statue has been consumed together with your hat. Then teleport. You disappear, but don't die. The level continues infinitely. If you try to walk around, you die.
There's a bug in the 3rd to the last level where some of the pieces (including the left one with the yellow dot) cannot be removed. Also I managed to fit together misfitting pieces.
About the "memory" feature - add it on right-clicking (or long-tap on mobile) on an empty field. Then pop up a selection of the different squares not yet placed. Clicking on a popup square places/removes the memory mark. Memory marks are like small squares inside the empty square. I'd say allowing to place 9 marks (a 3x3 grid) would be enough.
This... was... AWESOME!!! Seriously, I didn't notice the "DEMO" tag and was very disappointed when I realized how short it was. Please, PLEASE make the full thing happen! I'll pay to play it! And I mean it. This deserves to be on Steam/GOG! :)
The game reminds me a lot of Ori and the Blind Forest, both because of the art and the bittersweet/sentimental tone. The execution quality is excellent. The only thing that I could think of improving is the jumping animation of Knots - feels a bit stiff at this point. But that's just a visual tweak.
Keep up the good work! :)
Hey thanks for your good feedback :) happy that you like our game.
Yes you are right the jumping animation isn't smooth on this demo, I already improve it for the full version ;).
Raykizap: Yes, that one gave me headaches too. But it gets easier if you start thinking about where the shadows are, not where the light fills. And the answer is super-easy (warning, spoiler): you place one tower at the very left edge, the other - at the very right edge, both exactly in the middle of that edge.
For an added difficulty (and better looks), you should make the pictures high-res and use a high-quality scaler like bicubic. That way it would only look stretched, not pixelated. Of course, there's a CPU cost for this, so you'd need to optimize it a bit... but I'm positive that this issue can be resolved. :)
Interesting, albeit dead easy. I'll add a few suggestions (read: things that annoyed me), as a long-time FPS player:
- Make the mouse sensitivity adjustable.
- Make the him...her...err...IT move faster. Solving the levels was easy. Waiting for the character to crawl from one end to another was not. Better yet - add a RUN or SLOWDOWN key (typically Shift or Caps Lock), so the speed can be chosen by the player.
- Remove or decrease the movement after the keyboard key is released. The "slippery" movement makes you think you are on ice or something, and that unnecessarily complicates moving around.
Can't help but think - hell, there must have been at least a dozen different ways he could have climbed over the wall. Or swam out throught the canal (two piranhas would not have given any realistic trouble). :P
Hey thanks for your good feedback :) happy that you like our game. Yes you are right the jumping animation isn't smooth on this demo, I already improve it for the full version ;).