Really nice! The mechanics feel intuitive, and I didn’t encounter any softlocks while playing.
The directional-wand mechanic had the potential to feel annoying, but the level design really supports it, making sure the player always has somewhere to manoeuvre around easily before entering a puzzle section.
Thanks for responding! The reason I didn't want to include checkpoints can be boiled down to my poor level design. Had I designed the level in such a way that you couldn't get softlocked, or that it at least wasn't so easy to do by accident, I would have implemented a checkpoint system. Now checkpoints feel kind of redundant and unhelpful.
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Really nice! The mechanics feel intuitive, and I didn’t encounter any softlocks while playing.
The directional-wand mechanic had the potential to feel annoying, but the level design really supports it, making sure the player always has somewhere to manoeuvre around easily before entering a puzzle section.
Thank you for playing! Really nice to hear feedback on this stuff, keeps me motivated to improve and keep going!
Sausage Like Advanced 👍
For checkpoint can’t you just use this? (Wherever the player wants to checkpoint)
Or you wanna make checkpoint when some crates on target?
Thanks for responding! The reason I didn't want to include checkpoints can be boiled down to my poor level design. Had I designed the level in such a way that you couldn't get softlocked, or that it at least wasn't so easy to do by accident, I would have implemented a checkpoint system. Now checkpoints feel kind of redundant and unhelpful.