I don't know how but you managed to make the triangle feel like a looming threat rather than just a 'block' to out-manoeuvre. Great atmosphere and puzzles in what initially appears to be a simple puzzle game :) Minimalistic yes, simple - only deceptively ;)
Seems nice enough but I feel it really needs an option to flag tiles which you know are wrong. If the option is already there please add it to instructions, I tried right-clicking and various keyboard keys but nothing seemed to work. If it's implemented/explained I'll come back and rate the game, I haven't played enough of it to be able to at the moment as it's too tedious without flags.
Great start, more please! :) I particularly like the way pretty much everything is 'to-grid' without making it feel clunky, and the hit-boxes making sense. As someone who struggles with spatial awareness this felt satisfying.
This is a great start, the game itself is quite bare-bones but the puzzles and controls are decent. I ran into a bug which made me want to stop playing (at least until it gets fixed) When I tried to click the next level button, it activated an obelisk underneath and gave focus to the completed level instead of the continue message. Sometimes the button flickered but no matter what I did I couldn't get it to continue. The only option I was able to use was restart, and I really didn't feel like re-doing a long level that I'd just completed. Other than that, really good, it's refreshing to see a game that uses darkness that doesn't require you to memorise an entire level's blind spots. Nice usage of what you see is active, and remembering places in the dark can still be affected when you next see them :) Good luck!
Really love the idea of this, I don't think I've seen anything like it before. There were only 2 things I had difficulty with. 1 is perhaps it could be clearer that there are 3 ways to reveal topics. To begin with I thought there was only towards-and-away and left-to-right, when there's also a kind of 'diagonal' option. The other was asking everything that could possibly be asked and thought I was doing something wrong because nothing new was happening. I then realised naturally asked question didn't meet the 'colour points' threshold. I understand the idea that you have to reach an equilibrium, but I felt it took away from the logic of the game as all I had left was a small red bubble when all the others were full and still, so I ended up with having to spam the questions with red marked first to reach equilibrium. Maybe a different system, more geared to logical conclusion and 'unfolding' answers? Other than that, loved it. Very creative :) 5/5 for potential.
Thank you very much for your constructive feedback. I understand your difficulty and probably some tutorial guidance would help.
During this two month project, I didn't had the (time) option to build a deeper narative system which would match the emotionnal system.
Pretty decent, feels like a good start to build on, the foundations are definitely there and the controls work nicely :) It would be nice to have a key command for next level, I tried enter, space and 'N' but either I can't find it or it's not there. R to restart works just fine, though :) Good luck!
It's a good start, but the movement is far too clunky for a game of this type. To begin with, it's not so bad as it plays like a general shooter, but after level 10 it gets progressively more like a bullet hell and your hitbox is far too large/inaccurate and that combined with the movement makes it far less enjoyable. Also, I don't know if this a bug or not, but some enemies' bullets were not clearing at the end of the level, making the entire play area a sea of un-dodgeable bullets which would strip just under half of your now filled health bar, which was frustrating. Auto-fire would also be great, it felt uncomfortable to hold it on all the time when there seemed no reason to release it. Again, good start :) I'll take another shot at the final boss at some point, but at the moment I feel huge compared to the narrow and infrequent gaps that appear.
That was an interesting start, if the feel of this is a glimpse of things to come then I'm excited to see what your next game will be like when you create it :) Sounds mysterious, good luck with it and I look forward to playing the (hopefully much longer) next instalment! :)
I will definitely try to come out with the next installment before the end of the year (Hopefully, way before October). I value your feedback and it is truly wonderful to know that someone looks forward to the next installment. Thank you, and have a wonderful day.
The graphics and animation are incredible! Beautiful work :D This really messes with your head, my mind immediately wants to put them in the first order memorised lol. Initially I thought 'reverse the answer' meant if you see left, you have to put right, but it means you put the last answer first and work 'backwards'. Your instructions are good and clear, it just took some getting used to hehe. I love the humour in failures as well ;) Good luck, I hope you do more English-option versions in the future as I'd love to see more!
That was brilliant, was a bit upset it was so short as it left me wanting more, though I can understand perhaps not wanting to bite of more than you can chew if this is an early game for you. The voice acting was brilliant! The way this unfolds is very clever, at first I was angry because I thought 'but that's not me, why are you telling me what I'm like?' then you begin to get it's not about you, you're playing someone who would probably frustrate you if you read about them in the news. (or at least that was my interpretation) and you have to empathise with everyone, not just those 'directly' affected, otherwise you don't learn about the subtleties around the situation and how things could have been fixed or different. I appreciated the dark humour, too. The kind that makes you snort and feel sad all at once. Thank you very much, I REALLY hope you make more and perhaps longer games!
Thanks, I'll definitely be making more stuff soon. your interpretation is spot on, the whole thing is a reference to the Katherine Genovese murder and all the reasons psychologists gave for why her neighbors didn't help.
That was incredible, 5/5 :D Especially the atmosphere... wow. I love the mechanic of 'losing sanity' similar to Cthulhu and Amnesia etc. but becoming 'clearer' the more you progress. I think you could really expand on this, the story, the world and the hubs where you find levels. I do think perhaps the images could have been more fitting, maybe if you expand on the story they could be more thematic in future. The main confusion I had was when the answer was singular when the image clearly showed plural (eg. 'corks' was 'cork') It would also be nice if there was a clearer indication of what portals have been completed instead of having to mouse over them all. Maybe an excuse to include more dark imagery? Not that you need any ;) Thanks for the experience!
I love your games but I really wish there was a way to mute the sound effects and still listen to the music, at the moment you can only mute the music but the sounds still play. I have to mute the whole tab and miss the music. Still love your games, but this addition would make it much more immersive IMO :)
Is this supposed to save? After I got to part 2 I got stuck somewhere (the opposite side of the spring-board that you use to access the portal) so I refreshed the page and was right back at the beginning of part 1 with no powerups, as though nothing had happened and no checkpoints. It's a shame, because I was quite enjoying it, but I find going through all that again (especially the 1st boss) too tedious to re-do ti get back to where I was. I wish you luck though as it was fun while it lasted, maybe if a reliable save feature was implemented I'd try it again.
Glad you went with your instinct and decided not to make crystals easier, if anything it felt just right on some and a little on the easy-side for others. I found the greater challenge with Crystals Mode was getting a flawless finish rather than just setting the path. It would be nice to see more challenging versions of it but for now, it's as you say, it's very nice not to have to worry about a timer (mainly) and turn amounts :) 5/5
Really enjoyed this, thank you for having a form of challenge which isn't time-based (the crystal one) so we can choose what kind of challenge we'd like! Really nice to see an option to skip end-of-level animations as well, saves a lot of aggro :) Sorry to hear about your game tag woes, I hope more people realise over time that you're not one of the devs who tried to 'chance' it and that it's not your fault at all, this game deserves so much better recognition. Thank you for your time and effort, really hope to see more from you! :) (And hopefully your next release won't be victim to false tagging by others, maybe Kong will have something in place by then)
I was aiming to make Crystal mode easier but instead the crystals made it more complex, hehe. But I guess they key part is that you're not pressured by moves or time. I'm really glad you enjoyed it, thanks for all the praise.
For some reason, no matter how many stat points I put into MP, it always resets to 70 and keeps the spent points. Loot also has a tendency to immediately disappear or 'teleport'. Apart from the bugs and the bare-bones feel to this, not bad at all! :)
Thank you very much for your constructive feedback. I understand your difficulty and probably some tutorial guidance would help. During this two month project, I didn't had the (time) option to build a deeper narative system which would match the emotionnal system.