Post-play review:
I started off by trying to read the help page. The scrolling thing may look neat, but it goes really slow and on top of that, it states the exact same information from the itch.io game page. I would have preferred if you'd made it just a stationary page you could scroll through instead. Same with the credits. The slow-moving text only served to make me less inclined to read it. On top of that, in the help section, you neglected to list all of the controls. I was really confused when I was on the menu and attempted to use the WSAD keys to scroll around. It took me a minute to realize that you could press the first letter of each option in order to select it (for example, I kept pressing S which brought up the sound options. Q would quit the game and D would bring up the demo.)
As a sidenote, I can't really figure out what the demo does other than take you to the title screen and, if you wait a minute, run through an animation of the computer attempting to complete the first level, failing the first time, succeeding the second time, and then going back to the first one. I think this function would be better named "Title" personally, rather than "Demo" since "Demo" implies you're going to see a bit more than what's shown.
I have to admit, I got frustrated rather quickly. It feels much less like a puzzle game and more like an action/platformer game for one main reason: The enemies.
They seem to be moving fairly randomly until an open pathway could reach me, then they'd fairly quickly start hunting me down. Which makes sense, but gets dangerously unfair when you're attempting to set up a trap that one monster won't walk into, and in the meantime, another monster from a different area is crossing a bridge and is about to hit you. And shame on you for waiting too long for the monster to walk into your trap, because if you're on the level for too many minutes, a giant ghost K.O.s you. Darned if you have enough time to figure out how the boxes should be moved, because chances are, there's something on your tail. Whenever I beat a level, it felt mainly like I'd just gotten lucky rather than like I'd actually "solved" anything. The only chance I had was attempting to gauge how the pattern of movement would change based upon where I was standing. It was usually pretty unpredictable outside of "they're probably going to move in my general direction". It was helpful that the monsters couldn't climb ladders or cross spikes, but not by much.
I was rather disappointed that I couldn't kill them in clever ways, such as squishing them between two boxes or using the lake monster's goo spit on them. I did like some of the ideas of the enemies, however, especially the box-pushing skeleton. Very unique idea and forces you to think a bit more about how you lay your traps. I think that 90% of the frustrations I encountered could have been solved by just making the movements of the monsters predictable rather than random. Randomizing it may add a challenge and boost gameplay time (this game looks like it would normally last about half an hour or so, but was drawn out to 2-3 hours just because I kept getting killed off unexpectedly by an enemy which just happened to move to where I needed to be), but it changes it from a puzzle game to more of an action game without weapons.
It is, of course, entirely possible that I was supposed to trap these monsters in ways I didn't realize, but considering the amount of time I had before the ghost showed up, I figured this was unlikely. Let me know if I'm wrong. I'm assuming you playtested this and found it to be fair before you released it, so I can only guess it's at this difficulty level on purpose. It admittedly felt like there was more logic in some levels than there was for others.
+1 for clever level designs, I liked the methods of trapping monsters sometimes
+1 for clever enemy designs, I especially liked the box-pushing skeletons
+1 for making excellent use of premade assets
-0 for music, got repetitive eventually after spending a long time on one level, but it can obviously be turned off
-0 for lack of fine tuning on levels, I can't tell whether some of them were designed in a tricky manner on purpose or were oversights in development
-0 for help/credits design, didn't really detract from gameplay any since it was fairly obvious how to play even without a help page
+0 for making me memorize the levels and essentially speedrun them, it made me feel like I was getting more out of the game, but was necessary due to that CarrionCrow-level-rage inducing ghost.
-1 for high difficulty due to randomness of enemy movement
-1 for success being based more on luck than on wit due to enemy design
Score: 5/10, better than I expected but feels like either the enemies need to be toned down a bit or the levels should be altered in such a way that the enemies can be trapped in an easier/more apparent manner. It's quite possible I missed what I was "supposed" to do, but I had no time to think because in the back of my mind, I knew that if I wasted too many precious seconds to consider what I was doing instead of going off of reflex/memory/instinct, that blasted ghost would show up and ruin it.
If there WAS an actual pattern to it that I missed, I'd say it's a 6/10.
However, even if it IS an 8/10, it's still worth nothing that the ghost is a sort of "timer" that prevents you from waiting and puzzling it out, so I suspect that most people, due to this, would either:
A. Just start barging through it and hope they get lucky on the monsters
B. Memorize every fine detail of movement (there were a couple moments for me where I knew if a certain monster didn't go a certain way, I was screwed)
C. A combination of both
In any case, they're likelier to get through the level by luck sooner than by solving it the "right" way, so that would reduce it to a 5/10.
Overall score: 5/10.
I may have gotten frustrated at times, but I have to say, I DID enjoy it enough to finish it.
Could benefit from:
- a timer showing how long you have before the ghost arrives, or just remove the ghost altogether
- less random enemy movement
- perhaps a walkthrough of some sort available online which shows just how each level is supposed to be completed
Post edited May 19, 2016 by zeogold