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A member registered Apr 30, 2015

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First puzzle:

I really like how this one is done. It's supposed to introduce us to how the mechanics around the sphere work and does it very well. The fact that the first thing we see from it is the tube, before even seeing the button or the door or the sphere itself, is a good thing I think. Overall, it does its job very well at showing how the mechanics work without any kind of text.


Second puzzle:

The design and overall look of the puzzle is pretty cool, I really like how this one looks. One thing I also like a lot is that part, the idea of having to make the sphere fall down the tube but it actually ends up right next to / above it because of how the world repeats itself is such a cool idea. The whole puzzle is rather cool but there are some things that kinda bother me with it:

  • It feels a bit underwhelming overall. Maybe this is the fact that there are only two puzzles (for now?) in the whole world? Also the fact that this is the third world and the ones before were both harder, with more puzzles/different sorts of puzzles and with some "wow" effects, like the first one had the whole concept behind the game, the second had the tetrominos things right away, 053 has all stuff with the water... This mechanic is cool but doesn't have the same effect in itself I think, maybe because it always work like we would expect it to work in everyday's life (a sphere falling down a tube because gravity) and not something more mind-bending. Though I really like the fact that the difficulty in the game is not gradual and that there are breaks where you just have to go through some world without really solving much, just enjoying the world around. This one world feels in between both though, so that might be what makes it feel underwhelming to me.
  • The door in the tube thing that is repeated exactly the same the two times. Not only is it exactly the same, but I think it could be a bit more complex and would actually profit from it. As of now, it "only" consists of picking up a fruit and putting it on a switch to open the door, but the second one could totally takes mechanics from the worlds before to make it more complex and/or difficult.
  • I feel like the sphere is too easy to lose track of. In the first puzzle it was fine because we could see the light since we were inside but not on this one, there's no actual way to find it if we lose it other than following the tube until we get back to it. Another thing is that it's kinda hard at some points to actually change gravity in the direction needed to make to sphere progress. This is because we must stay on the tube (or else we can't see where it is) but it's also pretty small so you either need to quickly fall and change gravity (which maybe could be easier, like with a way to lean and look at stuff right and left without actually moving) or to fall to infinity in order to get back to that part of the tube and try really quick to change gravity against it. I don't really know how you'd go and fix it, I'm not even sure you need to fix it since it's kinda the basis of this puzzle's design and what defines it.

Overall, this is a pretty cool world but I feel like it has the potential to grow more, maybe by adding more of the mechanics introduced earlier in the game and mixing them with the sphere mechanics.


The sprint function is on "shift" for the keyboard but I haven't found a way to use it with an Xbox 360 controller. I don't think it's there?


There is already a visual clue, isn't it? The one that are already placed appear with a white-ish/grey-ish filter on the tree. The problem I think is that you have to remember which is which. When there are two fruits in one tree for example and you have placed both somewhere, there's no way to tell which fruit (placed) corresponds to which (in the tree) as far as I can tell.

Same there, I did it in a similar way with just one blue block above the platform, another blue stacked on its edge and the red one on it to pick it up from the other platform.