The rendering is very pretty! And good job on the physics too, both for the character and the camera, it feels good to control.
Itooh
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Really nice graphics and visual feedback! I love how the camera tilts with movement, it gives a great energy.
The gameplay is efficient, everything feels snappy and smooth to control. I didn’t realize immediately there was a double jump, at first I thought it was a very generous coyote time! However, I think it quickly gets repetitive. The core game loop shorts to “I’m at the top of the tower, a rock falls, I jump to avoid it, and I’m at the top again”. Coupled with the punitive nature of the game, it becomes more of an endurance test, asking to find an always-winning strategy to repeat. I think it could use lateral space more: the third screenshot of the itch page presents an interesting situation that, if encountered more frequently, could lead to more choices and risk taking. As of now the game only encourages to build a perfectly vertical tower.
But to be fair it does perfectly the job for a fun game made during holidays!^^ I was able to finish it, found the secret endless mode, and had some fun. Once again, kudos for that level of polishing!
Thanks a lot! These are very useful feedback.
Mmm, the navigation buttons on bottom being hidden is an issue I should take care of. The ideal experience is to have everything visible without a need for scrolling. I aim to make the game responsive for most devices, but it appears I have still left some blind spots. What was your screen resolution? And which kind of device were you using?
I feared that the screen reader’s voice would be hard to hear with the music.^^’ It’s definitely a challenging design aspect. I added a volume bar in the option menu for that purpose, I don’t know if there’s another tool that could help? As for the tiles’ text, you are correct, it tells the name of the instrument associated to the tile (which is in practice the name of the tile itself), as well as its status (empty / ready to harvest, how many icons, of which shape…). There are hidden tiles that get revealed later in the game, so I can’t say to the player how many there are in total. However, I wonder if stating the position of the tile could be useful? Something like “X2 Y1”. Perhaps it could be even more helpful than the tile’s name, especially for arrow navigation?
I’m happy you enjoyed the music! I have already several projects planned for the start of the year, so not sure I’ll be able to join a jam. But I’ll keep an eye on what comes out of it, it seems pretty interesting! Despite having made some games more or less accessible to blind players, it’s a subject I don’t know a lot about, and I’m curious. :)
Hi! The game is now also accessible from this page. :) I haven’t tested it on a screen-reader yet. It has multiple options for accessibility, but the game still has several asynchronous events happening regularly (on top of music being prevalent), so I’m still unsure if it is accessible enough to a fully blind experience. But I hope the keyboard navigation and labels can keep the experience enjoyable!
That was pretty nice! There’s a lot of cool ideas in the mechanics, and the level-design is gratifying. I finished it in 1h30m, the estimated time is really accurate!
Some of the platforming felt a bit too punitive sometime (especially the Vault), but overall it was enjoyable. There was times I was afraid to not be sure where to go, but surprisingly wandering a bit randomly in the Park generally led me to something.
This makes me wonder how “linear” the level-design actually is? I always felt like I had several options, and there are even some paths I definitely never took. Are there different orders in which the game can be completed? Although I felt like I had to come back to Cistern way more than any other levels. But the global game felt very open while never getting me “stuck”. You did a very good job!
Small nit-pick though: it is possible at some points to get soft-lock! :p It happened to me twice, once by entering a room with the Ice with no ramp for exiting, and once by dropping in the Cistern with Glass. But given the scope of the game, it’s nearly impossible to avoid those kind of scenarios. Perhaps a “reset to previous checkpoint” action could help?
Thank you very much for your feedback! It means a lot to know that you had a great experience.
And thanks for sharing your playthrough! This is very instructive.^^ You're not the first one having trouble finding back the center, I should have made some mechanic to help getting back there. At least there's the reload strategy that still works.
This looks really cool! Unfortunately I'm encountering some kind of soft-lock that prevents me from going beyond the very first line of dialog. :(
I started with a controller and was able to select "New Game" in the menu, but then I had to use keyboard to get past the message. After that, the scene loads, the dialog appears, but no matter what I press (or hold) on controller, keyboard our mouse, nothing happens. I then tried to unplug the controller to only play with keyboard, but it was worst: I was stuck on the message at the start! It feels like I can validate 1 thing only with keyboard, and after that the game doesn't read any input.
I'm on a Windows 11, with an AMD Ryzen processor and a Raden GPU. Also my OS is in French (but setting the keyboard to qwerty didn't change anything). I might try to run it on Linux with Proton, who knows sometimes it can do wonders.^^'
I hope you'll be able to fix it. This looks like a gem (and definitely the kind of game I enjoy)! If you need some more info, or if there's a log I can send you, don't hesitate to ask.
Feedbacks are always welcome! :)
It seems that you got the rules pretty well. It isn't a difficult game indeed. In fact, it is almost an idle game, without really any challenge. The purpose is mostly exploration and enjoying the musical experience.
And I also enjoy games that have very few instructions and require to experiment to understand how they work!^^ Although the tutorial idea you propose is close to one I also had in mind. But I eventually realized that it creates some challenge in the design, and seeing that all players until now understood the rules by themselves, I decided to put it aside and keep the current minimalist introduction.
Thank you for your feedback!
Really cool concept! I like how it ask to unlearn Tetris, and play in a totally different way (finally vertical building is relevant!). It provides new and interesting challenges. However it's easy to get "locked" early, with no way of winning the level because it would require to clean too many lines. Also I got completely stuck once the pieces mixed the black and gold blocks. This completely changes how you need to think and plan the level, but unfortunately the pieces fall way too fast at that point to allow to learn that. So I think there are some elements of game design that can be refined, but it has a very solid core!
That's an nice combination! It works really well. At first I though that I had to avoid the mine, but after several failure it became obvious that it was the contrary. :p I remains pretty bad at it though, it goes too fast for my brain. But it's still fun, and I can clearly see some people getting good at it.
Also amazing work on the visuals and music! The soundtrack is delicious, and there's tons of cool things to look at on the screen. Even the menu are playful! It really put you in a good mood.














































