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Played the latest build and it's been a great 2+ hour experience. The hardest levels were the ones where you have to 'uncover' the end point. :) Also, made a video to spread the word. 

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Hey thank for playing and making such a nice video! I really like how you reacted to the small story, it's good to see that it can work only with images :)

It does work with images! :) It gives you information, you can play around interpreting and it goes so well with the visual style. Really nice work. 

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I played this game in 2 sessions for, I'd say, a total of 3 hours. I just finished it, and it left me with an urge to open my wallet, which doesn't happen that often for a "Pay what you want" game, esp. made for a jam:

  • It played with my damned impatience just the right way. Had to rethink the puzzles more than once, and always managed to make it just when it started being frustrating (with solutions often easier than 1st attempts).
  • It's beautiful, for eyes and ears.
  • At first I thought the game would play with optical illusions, a bit like Fez or Monument Valley, but I'm glad it didn't and found its own way, and sticked to it.
  • I know it's one of those games I'll remember and it will pop in my mind with an urge to replay it.
  • The game being made for a 2 weeks jam is just mindblowing. At no moment did the game feel like it. It felt like any indie game I could buy from Steam, hence the urge to give money for this :)

However, there are things I wish were made otherwise:

  • Columns can be raised/lowered only if their side is visible, which often is not the case because other columns hide them. Same with handles on rails, which moreover go outside the view. The problem is, it sometimes felt like it was part of the game mechanics, but that was more annoying than anything else. Or this is only how interaction is, and I wished it was handled in a different way: perhaps grabbing the column top square, or with a free mouse rotation (instead of 90° steps with keyboard).
  • In some occurences the puzzle implied I had to find some special columns containing stairs or other elements, and as I can only randomly find them (plus, with manipulation issues said above), I thought it weakened the general gameplay.
  • The way elements moved with left/right mouse button wasn't always obvious on rails and horizontally sliding blocks, because of the level rotation. Maybe their left or right move should fit the left or right button used? Perhaps it is already, in which case: oops! No problem with vertical move though.

But I'm not complaining, again it's a jam game and the work done in 2 weeks is absolutely amazing.

Hey there, thanks for playing! That's some great feedback, I agree with most of it, especially the horizontal handles. I wanted to design them differently for the reasons you mentioned, but time was running out, so I sticked with a non-ideal, but working solution. 

Thanks for taking the time to write such detailed feedback! :)

this is a winning game for wizard jam 7. this must be it!!! 

still GOODLUCK for the jam!!!

Hey thanks for playing and making a video! And also thanks for the kind words! The jam is not a competition though, so everyone who finishes and submits a game  is a winner already :)

now we have 24 winner :D

Well, I enjoyed playing your game. The colors and the music blend really well together to create that dream-like athmosphere denoted by the name of the game. The puzzle component is really good and it really makes you think a bit about your decisions.

But, I felt that your game lacks the story component. It is so minimalistic that the puzzle component overwhelms it. And if you don't read the game's description you can't really tell the goal of the player from within the game.


Overall, great experience! For a two-weeks time of work, this is really awesome. If you want to tell a story through your game, make that story pop. Keep up the good work!

Thanks for the kind words and the feedback! I see how the minimal story might not be rewarding for each player. I wanted to tell the story without words so people from all backgrounds can follow along. It might be too minimal, but I also received some positive feedback about this. I think even if, like you said, the puzzles overwhelm the story bits, the game still works as a puzzle game. But yeah, I'm sure it  could be done in a better way. :)

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I'm getting tried of digging stairs and goals lol

Basketball hoops one you only have one stair only so try dig

But I finished it anyway can the final level goal can be more obvious? I know it kinda obvious from the look but I was not sure until I reach there and that thing goes up

Yeah it can be a bit click-heavy ;)

I'm not sure what you mean by more obvious. You mean in the final level itself? Thanks for the feedback!

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Yep :D

 In the final level, the goal only raises up when you reach it. I think it may not be obvious enough.

I got past a few levels. Circle bit threw me for a loop though. 

Thanks for sticking with it for a while! :)

Visually nice. Too hard for me! ;..-[

I adjusted difficulty a bit in the latest build, maybe you can enjoy it better now. :)

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I like this game! The atmosphere and the music blend in nicely with each other, almost as if setting the mood for each level. The little bubbles over the characters other than the player somehow represent a story amongst one another. The aesthetic is very soothing and relaxing, and even through difficult levels, I'm sure there won't be a player raging because they aren't able to get pass through one ;)

Apparently, I'm kinda stuck on the level w/ the basketball hoop. I have found stairs and found the goal but it's a tad difficult but I'll get through it!

You can do it!

Thanks for playing :)

I'm really enjoying the game. and sorry to bother you, but I'm stuck- what are you supposed to do in the level with the basketball hoop? The other levels have a clear goal to reach but I'm a little confused ahha.

hey there and thanks!

Well the goal of that level is to find the goal and then get to it. You may have to raise a few blocks to find some stairs. Hope that helps! :)

Beautiful game. I love the way it looks a lot. The puzzles are a tad bit confusing, though. Maybe make the first three puzzles a little easier to give the player more time to understand the mechanics?

Here is my playthrough!

hey thanks for playing and making a video! Sorry you got confused there for a bit. One takeaway from my games so far is that I should learn how to make better tutorials :) 

I‘m will think about making the first levels easier, because I saw a few people now who played to the rocket level and then stopped, which is obviously not what I want as there are many levels coming after that.

Such a cool game! Loved it!

Thank you!

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Why is this so hard!! on the third level with the spaceship, I think there is a hidden piece in the right side but I can't reach it :(( Edit: ok i got through the level, I really like this game a lot :D good job on it! It's just very hard for me ;-;

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Glad you made it! I admit, some levels could use some balancing work :)

Thank you for playing!

very cool

Thanks!

I'm not great at puzzles but, I gave it a shot. I got stuck on the second level as, I think I can't reach the piece in the middle. Would have been nice for a simple tutorial but, one can kind of figure it out after a bit.

Hi!, i have a question, this game is just for 64 bits version of windows?

Currently yes. I can try to make a 32 bit version, but I can‘t promise, that it‘ll work. I will update if it does! 

I uploaded a build that I hope is running on 32-bit versions of windows. This is untested, so I'd be grateful, if you could report back, if you tried it! Thanks!

It took me a bit to figure out due to the camera rotation, but I enjoyed what I played of it! The isometric nature is much less of a problem with the camera and the art really works with it. Sure there still needs to be some more involved tutorials, but it's a solid start! Well done!

hey thanks again! A small tutorial is now implemented as you were completely right on this! I hope you continue playing when you don‘t have to be so quiet anymore ;)

Btw: I just wanted to say that you are generally very good at giving critique and point out relevant things that would make a game better, keep it up!

Thank you! I'm actually trying to put some of it all into practice right now with another indie dev. Originally joined as a voice for the game, but am now helping direct the game. Hopefully I can put my money where my mouth is and deliver something on par with all the criticisms I give! 

I'll definitely play when it comes out :)

(And I don't think you have to be the best game creator to give valid feedback and critique, so don't let that hold you back!)

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Played a bit of this on my channel! 

Hey thanks for playing and making a video!  :)

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1000 likes from me.

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1000 x Thank you from me!

...but why Transmission: Lost doesn't show up on your creator's page?

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I decided to hide it from my page. It‘s still online and you can find it when you search for it and probably through the Wizard Jam 5 submissions. I’m still proud of it and like a lot of bits and pieces from it and when I had the time I‘d definitely want to get back to it and expand or„remaster“ it, it just doesn‘t fit the other games I made, I think, so that‘s why it’s currently not visible :)

Oh ok then... I'm just glad I found it by clicking on your name 'cause I don't believe I could have found it otherwise...

But it has to be fixed a little because the game main menu can launch but it's not startable or continueable in some case

I really like the aesthetic and atmosphere, but I'm unsure of how I feel on the visual design. The isometric nature of the pillars makes discerning depth extremely difficult. I managed to get a few pillars stuck as well due to the fact that they can overlap with one another and the raise control is bound to the same input as move. Ended up not being able to pass the second puzzle.

hey there, thanks for trying the game! 

I expected some people criticising the isometric aspect of it and I‘m sure there are many places left in the game where the player or other blocks can get stuck because of being overlapped by something else. I tried my best to minimize this and in many situations you just need to turn the camera (I don‘t know if you saw that you can do this?) to the right angle until you can see the otherwise obstructed object. This is sort of a base concept of the game: make your way until you can’t go any further, then turn the camera and see a few new opportunities.

I‘d be interested in knowing if you knew about the ability to turn the camera as it‘s the only mechanic in the game that can‘t be learned by just trying to click things and I can see how a player misses that.

Ooooooh... I had no idea the camera was movable. Whoops.

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