Automata by xirion11 2016-08-31T06:33:00
That was really cute. :D
(I'm going to be calling the golden "clock wind up" objects keys as I'm not entirely sure what they are called in English)
From a game design perspective, I REALLY like the first "death". I thought I had done something wrong, so instead of randomly walking around, I took a second think WHY did I die?
By putting that first key just out of reach, you were able to teach the user how the game mechanics work without actually explicitly telling them. Even the third key, visible but just out of reach, was placed really well (see below). I'm not a fan of "page of text" tutorials, and you did the tutorial really well.
It's a good, simple puzzle mechanic. I noticed how you placed the keys in such a way, that several times the key that is next visible on the screen is not always the one you want to collect. You improve as a player by learning to take a second and think before blinding dashing for the first key you see.
The isometric viewpoint looks nice, but it makes the controls trickier; instead of just moving where you want, you need to take a second to think of which key maps to which direction (the little diagram in the bottom helped). Eventually I got used to it, but a couple of turns I lost a life because I moved in the wrong direction due to confusion.
It might be possible to fix this by changing the camera angle from 45° to 30°. Maybe even changing the movement scheme to allow you to click the adjacent tile you want to move to instead. But I don't know how either of these would change the appearance of the game negatively.
There is a bit of a performance hit right after you hit one of the arrow keys to move (and I'm on a gaming rig, so I'm assuming it's game logic, not rendering that is causing it). But this is something that would easily be ironed out given more time than just the weekend to code.
Just curious, why is the key in the ending scene 2D? I think it's really nice visually to have 2D characters come to life with 3D keys.