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(+2)

I really enjoyed the game and how little handholding it has, the moments when you realize what a symbol means can click very hard, like the triangle did for me. Another great thing about the design was how good it felt to imagine a path in my head, write it down and suceed in the first try, I really felt like I was getting good at it!

I also think your solution of creating a rule for the last chamber was very elegant.

(+4)

This feels strangely reminiscent of learning Vim motions... :wq

(+1)

HAHAHA 💀

(+7)

I enjoyed it but did I do have some suggestions.

1) Having a grid so I know how far I need to go

2) Being able to "lock-in" to a puzzle so you can use your up (and down) arrow key to bring up previous entries and then left/right arrow keys to be able to move through your runes to fix a mistake

(or)

3)Having the path be drawn as you type in the runes.  Because right now you either have to enter in the runes over and over, slowly making it longer a few runes at a time or figure out the whole sequence in your head (which I did because I found the other way annoying, especially since the runes didn't line up to the previous ones so it was harder to re-enter)

(+2)

These are excellent, thanks for the suggestions! 

(+2)

Not sure you'll see this, but if you do please consider my opinion: if you were to take suggestion 1 and 3, make those togglable options, please. I personally feel having a grid would be terrible visually and I love the extra challenge of trying to guess how far the line will go as it is. 3 would just make the game too easy.

(+2)(-1)

For what it's worth: I enjoyed figuring out the whole sequence in my head.  :-)  I think I would have found it too easy if you could see the path as you went, and that would make it very possible to just use trial and error ("now an A.  Nope, backspace, C.  Now an A...?").

(+1)(-1)

But that's kind of what you're doing now anyway.  Except in this case you have to retype the whole sequence or figure out the whole thing in your head.

(+2)

On the one hand, this feels like well-trodden ground (it's so very much in the spirit of The Witness and more recently Taiji).  That's not inherently bad, of course.

And on the other, it definitely brings a whole new twist to things, and the design is very good (introducing new elements one at a time, starting with simpler tasks so players can get their bearings).  I think this absolutely has the potential to go further if you have the time and inclination!

Viewing most recent comments 81 to 84 of 84 · Previous page · First page