Thank you all for the comments! The feedback means a lot to me and I'm glad people are getting their hands on my game!
@aou Haha, I assure you it was a toxic relationship. Probably for the best. :grin:
@firewater09 This was happening to me during testing too, which I thought added to the comedy value. :laughing:
@fabelay That means a lot coming from you! I love this creative process. I teach this stuff for a living, so hopefully I can throw something good together once in a while. Even if my art skills are, um, slightly below yours. :sweat_smile:
@richjbaron Thank you! I discovered sound editing a couple years ago for "Wannabe Warlock" and I've just had so much fun with it. The dozen or so sound effects in this game only took about ten minutes to throw together, and then only another ten for the music! And I find that it just makes all the difference in the world in giving a game personality.
@universeflow Thanks! I think taking your time on something like this makes perfect sense. I didn't want any sort of time pressure for the player. Definitely would have liked to design a few more levels and mechanics, but I think each one I have here earns its place. No hazards until Level 3, so you've got at least some chance to consider how it works. One advantage of having the levels all be the same size is that I could just copy one scene to the next and make whatever changes I needed as opposed to burning time making each level from scratch. But yeah, I would definitely do away with the stick-figure backgrounds and integrate backgrounds into gameplay if I were turning this into a full game.
@rafa-fiedo Thank you very much! Sound design is so much fun. :smile:
@loig I know what you mean! I had the game object for the signal spot visible until the very last minute, but my girlfriend said "no, be cruel and make the player find the spot" so it became part of gameplay. :laughing: I'd want to include an "easy mode" where you know exactly where your target is, in theory, but I tried to make sure the bars were visible enough that it was clear when you were close. I also didn't want to make the levels so huge that there would be too many areas to check.
@boltdapikachu234 Thank you!! It's hard to find a good difficulty balance with puzzle-oriented games, especially when you have very little time for play-testing. Luck is probably a factor as much as anything else if the product turns out good in such a short time, but I think just going with a very simple idea and adding features one at a time helps your chances.