It seems that the first 'continue' on a level needs the mouse, but successive ones do not. And next level seems always to need it. Seriously, this isn't hard. Do you guys even have QA?
My hands are on the keyboard. Why do you make me reach for the mouse to continue from last checkpoint or to continue to next level? Why do I have to say this every single freaking time?
I came to check this out because I liked your 'Stop the Darkness' game. I'm wildly impressed with the number of interesting and very different puzzles you made with such a simple mechanic. If you're not yet a professional game designer, you should consider a career change.
(replying to your reply of my message, which Kongregate doesn't seem to let me do directly) Oh no! I wasn't implying at all that you need an more of a tutorial. In fact, I think that adding one would detract from the game. The first steps are clear enough, and the discovery of what's going on is part of the fun.
Okay, thank you very much for explaining it a bit more! The discovery was definitively meant to be a part of the game, too, so I'm glad you enjoyed that. A few more people asked for a tutorial, though, so I might change/add small things, but I'll definitively not explain everything.
I liked it, but I never really got a feel for it. I ended up just doing an exhaustive search approach, where I would always turn right anywhere that there was a real decision, then back up and try left, etc. Even the hardest puzzles had only two decisions, at most, per starting direction. If the game didn't have undo, that would have been a pain.
The controls are too mushy. I want to be able to stop faster. And the limited lives is just annoying. Once I've beaten a section, I really don't want to do it again, and I definitely don't want to go back to the beginning.
I enjoy the puzzles and the challenges, but not repeatedly. Perhaps offer an easy mode with unlimited lives.
I had the same experience as Olug -- I was just clicking around, without any real goal in mind other than upgrading a few things. I saw the message at the tower, that it slows the darkness, but didn't really focus on it until I realized that the map was smaller than it had been. Whoa! So THAT's the darkness! I was able to beat it, but was down to about 6x6. It was surprisingly fun for such a simple thing. Thanks! One thing I did want was an indicator of my total rate per minute for each element, but overall a well-constructed game.
Ok. A good game, but add space bar to go to next level. Offer a mute option somehow, and make your window only fill 96% of the window it is in or you get scroll bars. I did like the gameplay and the difficulty was just about right.
I didn't see anywhere that you had to restart -- maybe if you failed to hide after one of the hide events, I guess. But that just seems right: After all, you got a very clear warning of peril. Anyway, I really liked this game. I've become tired of escape games where there are dozens of 'collect these' and 'interpret that unrelated color sequence as the code for this.' All your puzzles made sense but still took some thought. I only wished it had been a little longer. (Also, I feel badly about the cat.)
Nice game, but it doesn't get harder fast enough. I'd suggest gradually increasing the percentage target, because I do have to admit somewhere around 12 or 15 balls I had to work to get to 75%. But I've maxed the upgrades so there's nothing especially to work for, and the last three or four levels haven't seemed to get more difficult or interesting. Time to move on.
Hi. I was looking through my comments page and I happened upon these comments I made a year ago. It's still a fun game and I like the changes. I'm a little surprised it hasn't gotten more attention. I'm sure you've moved on to other projects, but I wanted just to give you a bit of a warm feeling that your efforts continue to be appreciated, at least by one customer.
Cute. A little too timing sensitive for my tastes, especially because you seem to have more tolerance for water near your back than your front. I never would have gotten past the fast waterfalls if I hadn't realized that the timing is such that if you are moving as soon as you appear, you'll time it correctly.
Finally, I'll give you a pass on "aquaphobic," even though you are mixing Latin aqua and the Greek phobic, because the word 'phobic' was eventually adopted into Latin. Also, the more correct "hydrophobic" (Greek and Greek) is a term that is used for the disease rabies, because sufferers are inexplicably terrified of water.
You had a couple of interesting puzzles, but then went back to overly easy, tutorial level puzzles. For example, 4-2 and 4-3 were just 'follow the path.' Otherwise, if you add the basic keyboard operations to do 'next' and 'restart', you'll have a good game. Good job for a young developer!
Okay, thank you very much for explaining it a bit more! The discovery was definitively meant to be a part of the game, too, so I'm glad you enjoyed that. A few more people asked for a tutorial, though, so I might change/add small things, but I'll definitively not explain everything.