#Poisonous Depths (4558470)

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quick junco
exotic oasis
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this was very well done. some notes:

  • good tutorialization of the core concept in the initial rooms, followed by a steady progression in complexity as i worked my way to the feather and boss key.
  • i especially loved how early on you made it mandatory to push blocks into the poison to create standing room for pushing other blocks. (as opposed to simply creating a path.)
  • the signs telling the player how to use the metal box felt a bit hand-holdy.
  • carrying the gems to the holders felt a bit tedious since i ended up having to juggle them both at once, but there's no puzzle involved in transporting them so at least it was easy.
  • i loved the use of a spawner during the boss fight to produce lesser minions. simple, yet creative.
  • overall excellent use of non-rectangular shapes to create a space that feels natural, as opposed to one that's designed for purpose.
quick junco
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Thanks! I kinda agree with the metal crate signs, for some reason I felt like their use wasn’t as intuitive I guess? Probably just me being new to the game.

exotic oasis
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there are definitely a lot of unique mechanics in the game and it's reasonable to nudge players towards understanding the relevant ones, but i generally lean towards teaching by example rather than by text. so for the crate in particular, perhaps there could have been a separate, smaller room with no "puzzle" per se (or just a relatively simple one) but make the player push the crate into the poison to proceed, and let them observe that it doesn't make a bridge. (ditto for pushing it onto a switch to teach them the weight.)