Thanks for the feedback everyone!
@dzefris
**Hexagons are pretty great**, this is our second game using them, and first that actually has the player moving around. I don't think I could have pulled it off if it hadn't been for [this advent of code problem ](https://adventofcode.com/2020/day/24), and [this hexagonal tile math primer](https://www.redblobgames.com/grids/hexagons/).
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@mika314 @whysguy52 @evannex @rhoff95
We **didn't know how to do controls** for a hexagonal game with tile quantized movement. All the examples I can think of let the player click any tile and then move there (with path finding) over a number of turns. The standard control scheme of up/down and left/right breaks, and using **the 6 key layout** we ended up with **takes some getting used to** since it's not at all typical. For most of the development I used a gamepad, but it has it's own problems (6 directions instead of 4 make incorrect input much more likely). Ultimately **we ran out of time**, so features like hold a key to repeatedly move got cut... I also really **wanted the mouse movement to change the cursor** into an arrow indicating the current direction it would move the player, but ended up just **rotating the player** to face the mouse cursor (mouse input isn't tile based, but instead based on the angle of the cursor around the center of the screen).
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@singrid @crychair
You can **pickup sticks** to extend your torches life, and **light camp fires** in the wood to create a permanent source of light.
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@hcs-hades @sockpuppetcow
What parts of the game were the **most challenging** for you? We set out to make more of a **survival game** and it **slowly turned more "puzzley"**, so there is some questionable design (it basically turned into solve this puzzle in limited moves, with limited visibility, and also you don't know where your objective is). In **hindsight** it probably would have been **better to stick to puzzle _OR_ survival** centered mechanics. PS. **rune stones cannot** be **pushed on** to **stone path** tiles, I also put up a 12 minute walkthrough video that I believe covers everything in the game (**including secrets**) if you are interested in what's **deeper** in the forest.
https://www.youtube.com/watch?v=9uUEcpXeUsA
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@lumous
The games a bit non-linear (12 obelisks and the can be gotten in several different orders), so I wonder **which one did you do last?** There are a **few fairly fiendish** ones I can imagine people struggling with.
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@daveroony
**Lag** is a **big issue** with this game, but I think it can be **partially mitigated** on many computers by **giving the game a bit of time to stabilize** (and probably download the large sound files). Some assets are unloaded when off screen, and the game should be making use of frustum culling to draw only what is visible. **WebGL is so performance critical** it would have been nice to have some **time to optimize the game**.
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@arthur-porto
There was a **planned feature** to **pitch the camera down** more when the player was obscured by tall objects (trees, obelisks, ...) this sadly was **cut due to time** constraints. The sticks' graphics were also randomize with only minutes left for changes, and that sadly had a negative impact on the ease of finding them (they do look a bit better now though ^_^).
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@nyanpierre @matt-swieboda @lb01 @phil-lesnar
**Thanks for the kind words**, with **no dedicated artist** we did the best we could graphically, and some things really suffered (the player character doesn't fit in at all, and I wish I could have made more decorative elements).
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PS.
I **accidentally** (*read: sleep deprived*) **opted out** of some of the **rating categories**, it would be **awesome** if some of **you could go back and add the missing ratings**, I'm interested to see what the community thinks of our sound and art (it was a real crunch to get it all made).