A more detailed tutorial would be great. There doesn't seem to be too much skill involved also. I did really like the artwork and music, and all the controls seemed quite responsive. Nice one!
Good grief this is tough! But I love the concept though. If I have the arrow, am I missing a way to direct it on that turn or is it just the facing direction? Anyway, very slick production.
i don't understand the game and tutorial. if you haven't got a time for adding internal tutorial, please add a text on game page, so it will be more understandable.
Was difficult to scroll up the map to proceed. Not sure if there were many options, since you were just matching colors. I liked the overall idea but seeing myself dodge or pull a level would have been cool. The artwork is very polished.
Yeah this is pretty confusing. It's not clear what cards are good to use on what traps, so I was just clicking through them and seeing what would work, it was more guessing than anything. It would probably work better with some mechanic tweaks and a better explanation.
The concept is nice, however it feels like there is not much I influence as player. I might not get the idea though :) As people mentioned, a better tutorial is crucial to get better experience.
- I can see the inspiration - music didn't fit with the gameplay - could have used some feedback on how things worked - color choices were really bad for someone colorblind - I had to just drag cards up to see if they matched or not.
It took me a moment to understand what exactly I should have been doing (matching up colors, mostly). Overall, a very fun game, and I'd definitely play it again.
A nice concept, though I feel like the execution was a little weak. It was just a color matching game, with nothing else really interesting going on. I liked the map concept, and the hints about what the level was going to be about was a nice idea. A different way to do it would be to not color code it and instead let the user try to reason out which card to use.
Not a lot of skill involved and a bit confusing; however, the music is very good and the sense of urgency is omnipresent giving a nice mood to the game. The concept of sacrificing cards worked very well with the theme and earned four stars :smile:
I was initially confused as to what what was going on, but once I read the description it was easy to understand. I ended up finding the game to be a little to easy, and I think it would be a lot harder and more interesting if the timer was shorter.
I liked the idea but the icons and texts in the main screen/paths screen were too small. Game was a bit hard to understand at the start but the concept/ idea is good.
I enjoyed playing the game and once you get past the first few levels you get the hang of things pretty easily. I feel like the timer would have to be a little shorter to increase challenge a bit. I personnaly liked the music. Maybe a few sound effects would have been welcome but it's just a detail. Overall a very nice game.
Awesome gameplay. I'd imagine if it has multiplayer, one side would try to go past the traps while the other side would try to stop that by laying traps.
The idea seemed pretty interesting to me and your thumbnail looked promising. However, I had some issues with how this game was balanced. Overall it felt like there wasn't a lot of strategy involved. I basically only ever did the thing that was obviously the best to do in each situation. The timer wasn't an issue either because it was super lenient. Because you could always just buy back abilities at the next store (and there was never a shortage of currency) the sacrifices didn't really feel like they mattered all that much. The abilities didn't feel distinct from each other. Mechanically they were all the same which made it less strategic as well. Since I had no way of knowing which abilities were required (as secondary abilities) in each level, I also felt like I couldn't really plan ahead and relied on random luck to get through to the next resting place. When slotting an ability, all the other abilities changed their position. That felt irritating and I wish that they all just had their fixed slots which are emptied once the ability is slotted or sacrificed.
I actually liked your music. Sounds quite pleasant to me :)
I hope my feedback makes sense to you and doesn't sound too harsh. Good luck!
Comments29
I was expecting the cards at the top to be in order, but they seem to be chosen randomly.
- music didn't fit with the gameplay
- could have used some feedback on how things worked
- color choices were really bad for someone colorblind - I had to just drag cards up to see if they matched or not.
A different way to do it would be to not color code it and instead let the user try to reason out which card to use.
good music!
If you'd like to rewatch the playthrough, you can find it here: https://www.twitch.tv/videos/346058131?t=11h51m27s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
Overall it felt like there wasn't a lot of strategy involved. I basically only ever did the thing that was obviously the best to do in each situation. The timer wasn't an issue either because it was super lenient.
Because you could always just buy back abilities at the next store (and there was never a shortage of currency) the sacrifices didn't really feel like they mattered all that much.
The abilities didn't feel distinct from each other. Mechanically they were all the same which made it less strategic as well.
Since I had no way of knowing which abilities were required (as secondary abilities) in each level, I also felt like I couldn't really plan ahead and relied on random luck to get through to the next resting place.
When slotting an ability, all the other abilities changed their position. That felt irritating and I wish that they all just had their fixed slots which are emptied once the ability is slotted or sacrificed.
I actually liked your music. Sounds quite pleasant to me :)
I hope my feedback makes sense to you and doesn't sound too harsh. Good luck!