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Overall this is the start of a solid puzzle game. Already the pacing and available mechanics were great. I felt clever solving some of the later puzzles, and never bored that I was re-using the same tools to work my way to a solution.

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Observations

  1. Previous games have taught me that I can probably pass through one-way platforms horizontally.
  2. I could imagine speed running a puzzle game like this, and while its possible managing your weight and momentum might ultimately be part of the puzzle, losing speed when landing after a jump didn't feel fun.
  3. First puzzle with pull down lever seemed to be directing me to puck up the magnet again, but then nothing happens. Maybe it needs a stronger hint? Button indicator next to the pull switch?
  4. In one of the first puzzles with with a one-way platform, I was surprised I couldn’t throw the magnet through the platform, but ultimately accepted that behavior. In the next puzzle, the passing through a one-way platform while holding the magnet is the solution.
  5. One puzzle has you hold a magnet to ride up in the magnetic field, then the expectation is to release the magnet to get to a nearby platform. Visually it looked as if I was running into an invisible wall, and not that the magnet was being pulled towards the nearby electromagnet.
  6. On occasion I felt a bit of frustration related to the magnet getting hung up on low platforms while carrying it, or in having to setup a puzzle multiple times after failing the final step. In those moments I wanted  platforms and drills to move a bit faster. I think those frustrations let to me sitting and staring at the puzzle a little longer as opposed to experimenting with a solution.
  7. Aiming a throw felt unreliable. The indicator often didn't show the actual path and a precise throw never really felt necessary. I started to ignore the indicator and mostly just threw up and to the right, or up and to the left and it worked.

Bugs

  1. Holding left trigger without pressing a direction can show the throw indicator, but then the magnet does not get thrown without holding a direction as well.

Suggestions

  1. In QA builds at least, adding an on-screen label to each puzzle would make it easy to provide feedback on specific puzzles.
  2. Pressing a button to leave a level would allow more opportunity to explore and possibly discover secrets.
  3. Allowing a small jump (maybe only horizontally) while hanging from a magnet would make some of the later puzzles less tedious since they require setup before attempting the jump.

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Thanks for inviting this community to take a look at an early build. Keep up the momentum, this game is going to be great!

Thanks for this, especially the suggestions at the end. Really appreciate it

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