Hi folks! I'm very pleased to present my second PuzzleScript game, Kiri's Garden. It was a therapeutic holiday project over Christmas and New Year, and features 21 lovingly-designed levels. Enjoy!
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Tim -Woah, I really like how it moves, but I have to say I'm really not taking by the color palette, which is for me a bit garish.I am still trying to figure out how the mechanics work, but I think I like that part about it. (got to the level with the horizontal mushroom groups).Best,S
2018-01-14 7:46 GMT+01:00 Alan Hazelden <al...@draknek.org>:
There's a lot of cute touches here!
On 14 January 2018 at 11:39, Tim Knauf <timk...@gmail.com> wrote:
Hi folks! I'm very pleased to present my second PuzzleScript game, Kiri's Garden. It was a therapeutic holiday project over Christmas and New Year, and features 21 lovingly-designed levels. Enjoy!
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Thanks for the feedback! Much appreciated.Ha, yeah, I struggle with palette design. I appreciate the many built-in defaults in PuzzleScript for that reason, though I wanted to try something different due to the theme. My more-artistically-inclined wife helped me fix the most glaring problems (pun intended!), but the garishness is all on me. :-)
It's the first time I've tried to teach puzzle mechanics through level design alone, and it proved challenging! When I made puzzle games in the (distant) past I always leaned on a big ol' pile of dialogue and tutorialising. Trying to do without that has been an educational experience. (Any outright obscurity is not intentional, mind.)
Cheers for this wonderful toolkit, Steven, and great to see the friendly community around it. I can't believe it'd completely passed me by until a couple of months ago.
On Sun, 14 Jan 2018 22:36 Stephen Lavelle <anal...@gmail.com> wrote:
Tim -Woah, I really like how it moves, but I have to say I'm really not taking by the color palette, which is for me a bit garish.I am still trying to figure out how the mechanics work, but I think I like that part about it. (got to the level with the horizontal mushroom groups).Best,S
2018-01-14 7:46 GMT+01:00 Alan Hazelden <al...@draknek.org>:
There's a lot of cute touches here!
On 14 January 2018 at 11:39, Tim Knauf <timk...@gmail.com> wrote:
Hi folks! I'm very pleased to present my second PuzzleScript game, Kiri's Garden. It was a therapeutic holiday project over Christmas and New Year, and features 21 lovingly-designed levels. Enjoy!
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This was wonderful! Played through last night after Alan tweeted it, and really enjoyed it.Jamie
,
On Sun, Jan 14, 2018 at 5:01 AM, Tim Knauf <timk...@gmail.com> wrote:
Thanks for the feedback! Much appreciated.Ha, yeah, I struggle with palette design. I appreciate the many built-in defaults in PuzzleScript for that reason, though I wanted to try something different due to the theme. My more-artistically-inclined wife helped me fix the most glaring problems (pun intended!), but the garishness is all on me. :-)
It's the first time I've tried to teach puzzle mechanics through level design alone, and it proved challenging! When I made puzzle games in the (distant) past I always leaned on a big ol' pile of dialogue and tutorialising. Trying to do without that has been an educational experience. (Any outright obscurity is not intentional, mind.)
Cheers for this wonderful toolkit, Steven, and great to see the friendly community around it. I can't believe it'd completely passed me by until a couple of months ago.
On Sun, 14 Jan 2018 22:36 Stephen Lavelle <anal...@gmail.com> wrote:
Tim -Woah, I really like how it moves, but I have to say I'm really not taking by the color palette, which is for me a bit garish.I am still trying to figure out how the mechanics work, but I think I like that part about it. (got to the level with the horizontal mushroom groups).Best,S
2018-01-14 7:46 GMT+01:00 Alan Hazelden <al...@draknek.org>:
There's a lot of cute touches here!
On 14 January 2018 at 11:39, Tim Knauf <timk...@gmail.com> wrote:
Hi folks! I'm very pleased to present my second PuzzleScript game, Kiri's Garden. It was a therapeutic holiday project over Christmas and New Year, and features 21 lovingly-designed levels. Enjoy!
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I also got confused by level 6, as I didn't really understand the goal of the game until I read your spoiler text here. Perhaps the earlier levels should be a little more difficult, too force the player to learn the goal of the game without just "muddling through" as I did.
Other than that however, I thought you did a great job teaching the mechanics through level design. After level 6, I never felt any of the puzzles were unsolvable, just difficult.
In my opinion the palette isn't too bad, just a bit garish. I think toning down the overall saturation and brightness would help.
Overall great game, thanks for making and sharing!
Great game! I think level 18 took me forever, but I got it eventually!
The way that you've designed the levels, I really don't think it matters!As long as people's expectations about how to beat the level are aligned with how you actually beat the level, then there's no problem. I think you'd only have to teach the actual rule if there was a level where you *couldn't* cover every tile.
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