Super! J'adore les petits secrets... Mais j'ai l'impression de ne pas avoir résolu celui de la lettre, ça m'attriste... (ou alors il faut que je refasse tout en speed run? Sans avoir la lettre, on peut aller très vite, mais soit ce n'est pas ça, soit je ne suis pas allé assez vite...)
(je trouvais tout de même assez intéressant que la manière la plus rapide de finir le jeu, oblige à ne pas lire la lettre qui demande de trouver la manière la plus rapide du jeu...)
Ah le deuxième je ne l'ai pas trouvé, j'ai vu aussi a un moment donné au milieu des niveaux, on obtient un score de 90, donc aller au niveau 9 directement mais ca je m'en suis aperçu pendant l'animation Win, c'étais trop tard ^^ Du coup suis curieux, je vais tenter de trouver
C'est bon trouvé, il mène au même raccourci ^^ Du coup je me suis apercu qu'un des niveaux (Celui avec le drapeau buggé à la fin si tu ne fais pas tomber les blocs) se termine de 2 manières
You mention in the devlog that this is meant to be more approachable, but to be honest I'm completely lost.
I got stuck on level 7. I completely forgot I can freeze guys in place with the music trick because I was so overwhelmed with the amount being introduced. Like, the level where the recorder is introduced was completely baffling. I can get instructions on how to move but not how this new confusing mechanic works which seems quite odd.
There's a lot of cool ideas here but it's so unfocused that I'm just left lost. Giving it my all to solve a puzzle is a good sensation, but when I skip levels and mechanics I can't give it my all there's always that fear I'll just be wasting my time cos the real solution is something I don't know about yet, in that sense there's no breathing room.
Even when I did beat levels (just beat 6) I felt as though I'd broken it or something, cos most of the elements there I barely used. I just kinda stumbled though it and then was like "oh, thats it?" Was I meant to use the numbers as platforms there?
Couple of small things. Having the numbers and 1up blocks be the same color makes me think I can change them about even though I can't. Also, it feels like it should be a drag to move them rather than just a click, I'm sure a simple visual indicator can fix that. Also, level 3, the dotted outline blocks make it look like if you drag things onto them they'll pop it place or something.
I'd also be nice to have a better indicator of how score works. The score change seems like one of the mechanics with the most meat, I quite enjoyed the puzzles with it, but it would help for a +1 or -1 or whatever to appear when it changes, it didn't notice at first that dying decreases score.
Level 3 I've no idea how anything works. Is the fact I keep teleporting through the flag a bug? I'm honestly not sure. I figured the above dudes acted like thwomps and I'd have to stop the music at the right time to use them as blocks, then I remembered I can just climb the numbers.
Lastly, controls. Perhaps just me but I kept trying to use the scrollwheel to scroll down to the options.
Overall, as cool as this is, it feels like the opposite of what's described in the devlog, being that doing a whole bunch of ideas at once isn't the most intuitive IMO. Just feels like the kind of thing that could do with a lot of refining.
First, I don't think it is fair of you to be in the shoes of a new player as you have manipulated level mechanic in a previous title. They are an advanced mechanic, purely optionnal for the whole chapter. At first I had turned it off for the chapter but decided to go with it.
Basically, the focus on numbers has disrupted your discovery unfortunately. I will try to think of a way to take that into account for players in a similar case.
This game will not be a tight puzzler where mechanics grow together. It is overwhelming by design.
I will include your suggestion for 1up, and level3 flag is definitely a bug or rather a hole in design. How score works will be explored in a future chapter (if I do complete another).
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Am I the only one that got confused on "The Power of Life" level?
No. I found that you can walk on red numbers, but that doesn't seem like the intended solution.
There's another person there that needs to be revived, not just you.
Thank you for bringing it to my attention :)
Currently, if you are stuck for around 3 minutes in that particular level, arrows appear giving you clues.
Did you miss the arrows because they are too subtle (I could make them blink to attract attention) or perhaps they take too long to appear ?
Yeah, I'd say that the arrows take a tad too long to appear. That and I kept restarting the level to see if I missed something
Thanks! The hint will now appear much sooner when I push next update(1 minute against 4 minutes before)
very nice pls make more
I would like a way to go between all levels, even when I find a secret
Hi there. There is already one way that you might not have found yet. In any case, you are spot on, I added a teleporter to go back to earlier levels.
Hey, level "peer pressure" seems unsolvable?
I've figured out how to turn the darts on and off, but there's nowhere I can jump but onto spikes, and I can't get the potato to move.....
reset the level, and try to walk forward without doing anything else.
edit: in next version, text of the potato will be a hint
Super!
J'adore les petits secrets...
Mais j'ai l'impression de ne pas avoir résolu celui de la lettre, ça m'attriste...
(ou alors il faut que je refasse tout en speed run? Sans avoir la lettre, on peut aller très vite, mais soit ce n'est pas ça, soit je ne suis pas allé assez vite...)
non, rien de loupé! La lettre pose le cadre pour les chapitres suivants
Ha! Vite vite, les chapitres suivants!
(je trouvais tout de même assez intéressant que la manière la plus rapide de finir le jeu, oblige à ne pas lire la lettre qui demande de trouver la manière la plus rapide du jeu...)
j'empeche de faire ça dans la prochaine version qui sera postée ;) edit: bon voilà, j'ai mis une bonne rustine en place !
Au fait, pour le niveau secret, il n'y a rien a faire on est d'accord? Ca téléporte juste sur un raccourci?
tout à fait! et il y'a un second niveau secret qui sert... à rien
Ah le deuxième je ne l'ai pas trouvé, j'ai vu aussi a un moment donné au milieu des niveaux, on obtient un score de 90, donc aller au niveau 9 directement mais ca je m'en suis aperçu pendant l'animation Win, c'étais trop tard ^^
Du coup suis curieux, je vais tenter de trouver
C'est bon trouvé, il mène au même raccourci ^^
Du coup je me suis apercu qu'un des niveaux (Celui avec le drapeau buggé à la fin si tu ne fais pas tomber les blocs) se termine de 2 manières
You mention in the devlog that this is meant to be more approachable, but to be honest I'm completely lost.
I got stuck on level 7. I completely forgot I can freeze guys in place with the music trick because I was so overwhelmed with the amount being introduced. Like, the level where the recorder is introduced was completely baffling. I can get instructions on how to move but not how this new confusing mechanic works which seems quite odd.
There's a lot of cool ideas here but it's so unfocused that I'm just left lost. Giving it my all to solve a puzzle is a good sensation, but when I skip levels and mechanics I can't give it my all there's always that fear I'll just be wasting my time cos the real solution is something I don't know about yet, in that sense there's no breathing room.
Even when I did beat levels (just beat 6) I felt as though I'd broken it or something, cos most of the elements there I barely used. I just kinda stumbled though it and then was like "oh, thats it?" Was I meant to use the numbers as platforms there?
Couple of small things. Having the numbers and 1up blocks be the same color makes me think I can change them about even though I can't. Also, it feels like it should be a drag to move them rather than just a click, I'm sure a simple visual indicator can fix that. Also, level 3, the dotted outline blocks make it look like if you drag things onto them they'll pop it place or something.
I'd also be nice to have a better indicator of how score works. The score change seems like one of the mechanics with the most meat, I quite enjoyed the puzzles with it, but it would help for a +1 or -1 or whatever to appear when it changes, it didn't notice at first that dying decreases score.
Level 3 I've no idea how anything works. Is the fact I keep teleporting through the flag a bug? I'm honestly not sure. I figured the above dudes acted like thwomps and I'd have to stop the music at the right time to use them as blocks, then I remembered I can just climb the numbers.
Lastly, controls. Perhaps just me but I kept trying to use the scrollwheel to scroll down to the options.
Overall, as cool as this is, it feels like the opposite of what's described in the devlog, being that doing a whole bunch of ideas at once isn't the most intuitive IMO. Just feels like the kind of thing that could do with a lot of refining.
Thanks for your always detailed feedback.
First, I don't think it is fair of you to be in the shoes of a new player as you have manipulated level mechanic in a previous title. They are an advanced mechanic, purely optionnal for the whole chapter. At first I had turned it off for the chapter but decided to go with it.
Basically, the focus on numbers has disrupted your discovery unfortunately. I will try to think of a way to take that into account for players in a similar case.
This game will not be a tight puzzler where mechanics grow together. It is overwhelming by design.
I will include your suggestion for 1up, and level3 flag is definitely a bug or rather a hole in design. How score works will be explored in a future chapter (if I do complete another).
Génial !!!
J'avoue il est excellent, j'adore le concept ^^
Bravo, très sympa ce jeu