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Hey Your game is pretty kickass,

I'm working on a video project called time capsules focusing on game indie devs. It's similar to sending a message to your self in 50 years;

Only five questions for my documentary:

1. What feature in your game can the player not experience anywhere else?

2. What's the biggest personal obstacle you had to overcome in creating your game so far? (it could be super technical or anything else that you want to talk about)

3. Who helped you decide to become a game dev?

4. What feature of the game do you absolutely love that no one would probably ever find?

5. What do you believe video games mean to humanity?

First couple of episodes

if you have some game footage or even better developmental footage of errors or other stuff you'd like to show people who have never programmed a day in their life.

also best ways to contact you, and all social media you use because I'll be displaying those through out the episode.

I think if people dig the game and dig your story they might reach out for questions or colabs you really never know what can come of it.

do you think you'd be interested in being my guest?

That was a really well-looking and -playing game. I liked the relaxed atmosphere, the shadow/light triggers and the puzzles. I would also like to see more of this, just as Ximos said.

One slight complaint would be the missing control explanation in the game. I know you did it here, but I dowloaded this game at end of July but got just around to play it now. In other words, don't assume that a player has the download side open or just recently downloaded the game when he plays it. If Firefox didn't basically remember where every file I ever downloaded came from, I wouldn't even remember from what site I got this game!

Putting a simple readme text file together with the executable would solve this, if putting it in-game is not possible/to complicated/too much work. I can sympathize with not doing the "boring" stuff in game, but it really helps to have some explanation of the control scheme. In addition, the in-game tooltip for activating the levers was only showing the controller buttons, it was by pure luck that found the E key.

But this is small technical stuff that can be easily fixed (and maybe other players don't ever read readmes and look for the control scheme on the download site), the game itself is a really cool vignette.

Thanks for the reply! And you're right, I had not considered that some people might not have access to the controls. I'll fix it as soon as I can. Thanks for the feedback and I'm glad you enjoyed it.

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Hey, I made a video of myself playing the game, so you can see the way someone plays the first time.

I really enjoyed what you have here and hope you do more!


Thanks for the feedback! Videos like these help a lot and I really appreciate it. I know the overall design of the puzzles is a bit messy (aka not fun and/or confusing), and to tell you the truth I did focus a lot more on the game's aesthetics (it's also the part of the game that was the most fun to make).

The original concept behind the game was that the player would have no control of time whatsoever, and would explore an open area with a lot of puzzles that can only be solved on a specific time and in no particular order. If the player was at the wrong time at the right place, he could do something else and come back to this one later. This proved to be a lot more difficult (design wise) than I thought it would and had to do some compromises (doing a more linear control of time...etc).

Right now I'm trying to figure out a way to achieve the original goal, and to make it a full length game.

Sorry for the wall of text and I hope I'm not coming off as defensive. Talking about this stuff helps me figure out what I actually want to make haha. Thanks again for the feedback and for the video.

This game look amazing cant wait to play!