This game is hell lol. But in a good way. It took a lot of getting used to but eventually the changes in line density became clear to me. I wonder if there's a way to make it a little more friendly though? For instance if the walls were colored or shaded it would be more clear when you are looking through an opening. Maybe that adds an unwanted reference point though. I just think there's gotta be a way to make it pop out a little more when you are looking at walls at a distance. In my mind the line should theoretically stay solid black regardless of look direction if the game were completely accurate. So I think since you are already playing this concept a little more refinement would go a long way. Thank God for human POV otherwise I'd be totally lost without a tutorial lol. This was fun, great work!
The concept of this game is so cool! I think allowing players to check the human pov is a great idea, especially that you only show players part of the maze in the human pov, so the game is still challenging with the human pov window opened. For me I feel like that maze is a little bit overwhelm. I would like to start with a much simpler maze to get a sense of the game, and then level up the difficulty step by step. But for a one week project, this is a really amazing work that carries the idea perfectly. Great work!
Hank, you genius, you madman. This is such a spectacular concept, and it's so well executed! I think the only critique I had is that you held back some by including the human POV map. It definitely became a crutch for me, so I couldn't get the full feeling of the game. I think ways you could get around that while still being like, not impossible would be to either have like, "hotter"/"colder" audio cues (although that could hypothetically take a while to implement) OR have the human POV map only show up for a little while, then disappear, and then maybe the player has to wait for it to like, charge back up.
This is a good idea and I definitely see how it could go further. But it is really not that intuitive at the first place, so maybe it would be better to have that top-down overview image of the maze at the side when I’m playing with the lines, and some examples on how to understand 2D view in a way that we human could imagine would be helpful too.Cool game! Enjoyed it!
This was really cool! I definitely liked the concept and how easy this was to understand because of having the human view to help navigate a bit, but I do wonder what it'd be like if the human view was more limited ( like you could only have it out only for a few seconds or so to prevent from relying on it ). I unfortunately relied on it during most of the game, so I didn't really pay attention to the circle's POV for most of the game. I did notice that the walls were represented by thicker lines, so if I were to replay it again without the human view I think it'd be possible to do. Either way I thought this was really neat!
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This game is hell lol. But in a good way. It took a lot of getting used to but eventually the changes in line density became clear to me. I wonder if there's a way to make it a little more friendly though? For instance if the walls were colored or shaded it would be more clear when you are looking through an opening. Maybe that adds an unwanted reference point though. I just think there's gotta be a way to make it pop out a little more when you are looking at walls at a distance. In my mind the line should theoretically stay solid black regardless of look direction if the game were completely accurate. So I think since you are already playing this concept a little more refinement would go a long way. Thank God for human POV otherwise I'd be totally lost without a tutorial lol. This was fun, great work!
The concept of this game is so cool! I think allowing players to check the human pov is a great idea, especially that you only show players part of the maze in the human pov, so the game is still challenging with the human pov window opened. For me I feel like that maze is a little bit overwhelm. I would like to start with a much simpler maze to get a sense of the game, and then level up the difficulty step by step. But for a one week project, this is a really amazing work that carries the idea perfectly. Great work!
Hank, you genius, you madman. This is such a spectacular concept, and it's so well executed! I think the only critique I had is that you held back some by including the human POV map. It definitely became a crutch for me, so I couldn't get the full feeling of the game. I think ways you could get around that while still being like, not impossible would be to either have like, "hotter"/"colder" audio cues (although that could hypothetically take a while to implement) OR have the human POV map only show up for a little while, then disappear, and then maybe the player has to wait for it to like, charge back up.
This is a good idea and I definitely see how it could go further. But it is really not that intuitive at the first place, so maybe it would be better to have that top-down overview image of the maze at the side when I’m playing with the lines, and some examples on how to understand 2D view in a way that we human could imagine would be helpful too. Cool game! Enjoyed it!
This was really cool! I definitely liked the concept and how easy this was to understand because of having the human view to help navigate a bit, but I do wonder what it'd be like if the human view was more limited ( like you could only have it out only for a few seconds or so to prevent from relying on it ). I unfortunately relied on it during most of the game, so I didn't really pay attention to the circle's POV for most of the game. I did notice that the walls were represented by thicker lines, so if I were to replay it again without the human view I think it'd be possible to do. Either way I thought this was really neat!
This is so good who are you how did you come up with this... god Hank... wtf.