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Dang I've been meaning to try this sometime but I forgot, I will play it soon,  remind myself!

enjoy the concept. if this seems too honest then just disregard it.

thoughts during the video:

  • this would look so much better as a 2d game.
  • i won’t talk about what is probably programmer art.
  • there is no verticality. make it a 2d game.
  • tutorial: “this is a box, you can push it because it’s brown.” then instead of making that pushable prism/pipe in 1-5 have a brown base, you put it on top of a box. just make all pushables brown.
  • the camera mechanic seems cool, but you could make it an invisible  collision that zooms out when you come into contact with it.
  • the pushables are moved on a grid but the grid isn’t visible, so it’s easy to trap your boxes.
  • there would be no need for checkpoints if it was in 2d, since you wouldn’t fall. 
  • the text boxes look kinda weird just floating there. maybe make interactable signs?

thoughts after reviewing:

  • concept: 7/10. could be higher, but nice creativity. 
  • gameplay: 5.5/10. docking points for unneeded dimension (if you couldn’t tell), the tutorial being completely unneeded with 1-1 being so easy, and the controls. (only issue there is that z should be undo. closing terminals can be done with space. why not make space the dedicated terminal button and z undo?
  • graphics: n/a. as you said, it’s in alpha testing.
  • overall: 6.5/10. 
  • one final note: the plumber puzzle objects are called prisms in the game, but everyone calls those things pipes. you even called them that in the description of the game. just rename them.
(+1)

ill reply to your bullet points:
1 and 3  and 7 and Gameplay: My main goal was to ease players into the mechanics, so verticality is introduced later into the game. I've gotten this comment a lot and the use of 3d seems to have annoyed you, I request you please play the entire game as multiple levels utilize 3D.

4: I get this, I may re-word the tutorial... Making all pushables completely brown will not work. You can only push the brown part of a pushable object, a mechanic I will expand on later.

5: I may add an animation to using a terminal, having the camera auto-move near any terminal may be jarring.

6: Ill look into adding a visual grid. However, the undo button should help get anything unstuck for now.

7: I actually only use checkpoints a few times. They were used when the movement was really early and bad. Their main use now is just a place to undo to.

8: Interactable signs are a great idea. Ill look into implementing them.

Gameplay: I may make the tutorial skippable if it is redundant, leaving it in for players who may need it... Everyone does keybinds differently.

Final note: Due to some interactions, the objects are prisms. Without spoiling anything, world 2 introduces a mechanic that differentiates them.

reply to the reply:

  • 1/3/7/G: i admit i was irrational about the 3d. if you have a reason for it i’ll leave it be.
  • 4: that mechanic seems pretty cool. if you keep the tutorial, you should introduce that there, maybe with a brown block with black ones on two sides.
  • 5: how about a differently colored floor tile? you could put a sign next to it in the tutorial explaining how to interact with it.
  • 6 and 7: so the checkpoint creates a save state rather than keeps you from falling. depending on the way the game is fleshed out, that could be either a crucial mechanic or a way to soft lock extremely easily.
  • G: maybe add an achievement as incentive? but concerning key binds, allow more one key to do more than one thing. it’s not a platformer, so that’ll be fine.
  • additionally, the level select seems overdone. unless you’re planning on adding a sneaky meta mechanic, you should make that a classic 2d map.

4: Possibly it will be in a later tutorial. The mechanic is complex enough to be at least world 3 or 4, but a tutorial for it is a good idea.
5: I will look into this, the main reason behind players not being able to move in a terminal is to prevent multiple actions from happening at once.
6: The checkpoint is not a save state, rather an undoable action. The act of *leaving the checkpoint's area* will add a location to undo to. pressing undo while on a checkpoint lets you undo past it if you made a mistake before the checkpoint.
G: Before the next update ill swipe the key-rebinds menu from my other game.
Additional: I agree with the statement made within this message.

Question to you: Have you tried the game? Re-reading you first comment it seems you got that information from the video of world 1.

(1 edit)

after the last review, i decided to actually get the game. the premise was cool and with fleshing out would be an awesome puzzle game, but after a few days to forget the solutions from the video, i only made it about halfway through world 2 in about a week. the difficulty curve was a little too tight. one thing i wouldn't change, though, is 2-1. the "accidental" realization of that is masterful.

i would also recommend a baba-like approach where you only need a certain amount of levels completed, and it doesn't matter which.


are you perhaps in need of a playtester?

(+2)

chess battle advanced

no way icely?

How did you make your pfp upside-down????????

set his profile to the upside down default profile??????

1. screenshot the default pfp

2. rotate 80* in an image editor

3. set that as your new pfp

4. profit????????