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(1 edit) (+1)

Thank you for the great analysis! Not sure about the audio recording issue, but hopefully you enjoyed the music during the gameplay. 

About the memorization, that has indeed been the primary point of complaint about the game. This was something of a tradeoff for me during the design because I didn't want a level to become unsolvable (if the player lost resources upon death). The other idea was to change the level if you failed "too many times", for which you need a random generator of levels. I do have one, but it is not yet at the quality I would like it to be.

Also, yes that is great point about the teleports. They incentivize you to explore (since the game might be unsolvable if you don't find the teleport), which sometimes incentivizes careful risk in places which you would otherwise avoid in fear of a mine.

I am definitely considering making some changes to the game after the jam (and will address the tutorial spam you point out), and your comment is very helpful in that regard.

Thanks again for leaving such a thoughtful comment!

(+1)

I think your puzzle design is great there and I don't think there's a need to randomize levels after failing. Randomized levels might take away from the player experience in this case, unless done carefully. Maybe something like punishing with resources, or score deductions (like if you finished lvl in one go - 3x multiplier, in more than 1 - 2x, more than 3 - 1x, more than 5 - 0.5x, more than 10 -let player to explore next but don't give  score) then rats become valuable resources because you want to solve with least runs.

Regarding the tp - I think you can make some "radar thingy" that would notify player - there's a tp nearby, even if it is a simple  "!" sign above the player when in close proximity.