Its so interesting how this being a video game effects how this information is digested. Through the medium of games there is an emphasis on what we as the players decide to do making the question of morality that much more tangible and that relevance makes it so much more graspable.
There were a few times were I was frustrated by the choice limitations. Like when Kant mentioned the positive imperatives I tried to counter with the lying one trying to see what he would say if in order to accomplish the positive I had to do the negative and vise versa. Similarly I tried to do the same thing with the arbiter. I wanted to say "if we work together (hobbes) we can still move forward, morality is not a destination but a direction" I also wanted to say to Euthephro "what method do the gods use? We sure could employ the same method in their absence" I also wanted to say to Mill "Then the most moral thing we can do is place everyone's brains in dopamine vats" and a few other things too..
first time playing through: oh if I die I keep my progress *dies indiscriminately never healing, making battles trivial* 2nd time through: *oh Im short on health/potions, grinds on rats for until I am 3 levels ahead of curve, making battles trivial*. While I found the puzzles and collectibles fun I think the experience and battle mechanics need to be completely reworked, probably the checkpoint system too
Another unsuspecting puzzle mechanic explored thoroughly! Nicely done! The amount of work it took to make sure that you can kill the cat at any screen must have been a lot. The stars really show how deeply you understand this game and puzzles in general. Definitely keep this developer on your radar!
Yeah, killing the cat on any screen was something I was able to do, with two exceptions: A) Tasselfoot found an oversight that got him stuck in one of the areas, and B) there's an area where you can intentionally get stuck as a joke. In both cases, pressing Q gets you unstuck.
cute little sliding game. I wasn't expecting a boss but it worked. I liked all of the game mechanics and how they naturally arose from the base mechanic.
Surprisingly well designed gameplay that the aesthetics would might have misled me from. I got all the star challenges. My only complaints are that at least one of the challenges required to get the star after the coins which is normally not possible because the stage seems to end as soon as you get the coin, then another puzzle seemed unfair because it relied on using something that wasn't visible. Aside from that very interesting interconnected mechanics I feel like there was still a lot of territory to explore on how the slopes behave but what was in there did a very good job of exploring it. If I could add anything I would add boxes with down arrows on them so that when standing on them you can lower that slice.
Oh, boxes with down arrows. That's actually not a bad idea. Also, that reminds me, I have yet to add slopes in the new game I'm working on. I'll do that soon.
Thank you for your idea!