honestly, nice cat, but the design is quite anti-intuitive
- reverting in a "planning" stage should be cost-free. i suggest removing the doodle drawing stage entirely, and let the cat move on instruction --- this would make the undo payment more acceptable;
- the goal is to reach the treasure chest but u have to detour and visit every single tile, and then finish the last step at the treasure chest. forcing to grind without a good reason is bad. try telling the story better, common examples are
--- ending the journey on a stair of the next floor,
--- render cracks on the tiles to indicate fragileness for no stepping back, it may turn into water/lava after visiting,
--- let the player collect coins for optional detours, and keys/buttons for compulsory detours
I’ve made some changes based on your suggestions: now the player needs to collect all the orbs to unlock the chest — which gives more meaning to exploring the whole level. I also reduced the cost of undoing moves, making it easier to gather resources and experiment.
Since this is still the first demo of the game, I plan to add new game modes and a boss battle at the end of each level in future updates. Thanks again for the thoughtful feedback, and I hope you've a great experience with the game.
← Return to game
Comments
Log in with itch.io to leave a comment.
honestly, nice cat, but the design is quite anti-intuitive
- reverting in a "planning" stage should be cost-free. i suggest removing the doodle drawing stage entirely, and let the cat move on instruction --- this would make the undo payment more acceptable;
- the goal is to reach the treasure chest but u have to detour and visit every single tile, and then finish the last step at the treasure chest. forcing to grind without a good reason is bad. try telling the story better, common examples are
--- ending the journey on a stair of the next floor,
--- render cracks on the tiles to indicate fragileness for no stepping back, it may turn into water/lava after visiting,
--- let the player collect coins for optional detours, and keys/buttons for compulsory detours
Thanks for playing and for your feedback!
---
I’ve made some changes based on your suggestions: now the player needs to collect all the orbs to unlock the chest — which gives more meaning to exploring the whole level. I also reduced the cost of undoing moves, making it easier to gather resources and experiment.
Since this is still the first demo of the game, I plan to add new game modes and a boss battle at the end of each level in future updates.
Thanks again for the thoughtful feedback, and I hope you've a great experience with the game.
Let’s go!