I enjoyed the scratchy music when outside of the path. I like the concept, and the visuals, and had fun playing. Like HawkSandwich, I also thought the game was overall too hard; playtesting is important, and your ability to judge difficulty of your own game is biased.
Duly noted, thank you. I'll try to find ways to play test during the next LD, and stop relying on my perception of difficulty which is pretty much bogus for multiple reasons.
A nice fun platformer, just the way I like em. The atmosphere had a kind of unique and "looser" feel I guess than other kind of ambient platformers I guess. It wasn't too heavy, or too light. Also liked the envorinment and kitty graphics, and the smooth melodies.
Overall I liked the flow of the game, but I have a few nitpicks. The block puzzle area felt like it fit, but the one puzzle with 5 blocks felt too convoluted, and slowed the area down a lot, and same with the one before it. I felt a similar thing with the difficult segment in the cave dream area with the moving shurikens; it felt like a little like a drudge compared to flying through other areas. I feel like some playtesting would make areas like these more noticable.
Also some small nitpicks with mechanics. I got quite frustrated at the 5-block puzzle because I assumed all blocks had to be still in their targets, as it is in every single other block puzzle game I've played. Others have expressed this as well. Also, as for the dash, it felt great to me, except it took me a little while to figure out I could pause before choosing a direction, which made it feel a bit better. I feel like some playtesting could have ironed out these parts too. And I know this was made in a 5 day jam, I'm just pointing this out for when there's time / planning for it.
I also liked the feel of the movement and really liked the level design. It felt like a dreamy yet detailed world.
Pretty cool feeling game overall. I like the glowing thing on the cube, it looks nice. The very last section going up the shaft with the laser took me a long time to figure out, I think that area might make a lot of players give up; I think the mechanic of recharging your jump on ceilings could be introduced in a better way, that hallway seemed like a dead end.
This is just a thought, but I think the cube rotating the same way when moving left and right could lead to some interesting puzzle platforming design. It felt a little out of place and a little like an unnecessary annoyance.
Lots of fun, I really liked the pacing, it was a good level of frantic-ness. The mechanics used in the rooms felt solid and fit well together. And getting a game over, the way it just cut to the menu, was hilarious to me.
I think the biggest thing that could be improved would be balancing the difficulty. I imagine this would take a lot of time and testing, so it's understandable since this was made during a jam. Some rooms, mainly the lightning room actually, felt unfair. Either nerfing those rooms a bit, or making gems for those rooms spawn in easier-to-reach places would probably be good. Having each floor be of increasing difficulty and size would also be a good thing to have, but this definitely would take a lot of time and effort during a jam; this is just something if you had more time. And along with that, I think changing the score to be number of floors beaten as opposed to gems collected would make more sense. These are just small suggestions, overall the game felt good and mostly fair. Also, gotta love Morgan Freeman mode.
This game was certainly a learning experience for me. Lots of design flaws, still lots to learn. Every criticism you brought up was helpful - thank you very much for the critique!
Oh, and by the way your entry was phenomenal. I still remember being blown away by it.
Please keep up the great work.
Interesting puzzle mechanic. I got stuck at level 6, I couldn't find the trick to it. Like it's been said, the difficulty really ramps up around this point, and I imagine the strategies are pretty involved, probably so much so it would warrant giving the player tips / hints. Because of this, it was a little frustrating to quit not only because I didn't see any narrative progression or end in sight, but the puzzle felt unfair. But that's not a huge gripe, I enjoyed it overall. Also, really great music, it sets a nice tone.
Really great. I was skeptical from seeing just screenshots here and there, but after playing this demo I understand the game's real message, and it conveys it excellently. Looking forward to play the full version someday. Good luck!
Makes me nostalgic for the first time I played through IQ 1 and 2. I got question 21 right on my first try, just from knowing the style of questions from the previous games. I smiled so hard. Way to keep the same charming style of the previous games while still feeling fresh!
Fun game, satisfying sounds and effects. Great music too.
Small bug / feature: movable blocks will pass through red/green blocks even if they're solid.
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