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Hello Winter Glider!
We're really glad you're enjoying the game! Everyone is free to make any kinds of content about our game, so go ahead! We welcome all content about our game.
mukava nähdä että tämä peli on tulossa steamiin.
And at the very beginning of the game, it takes me long time to figure out press what to move my hand though i have read "how to play".
Therefore,
-hope there're hints during the levels.
-need an instruction of keys to press.
BTW, during my playing i found no bugs there.
thumps up.
I hope this helps, we are definitely planning on giving players some instructions in the early levels, but right now you can check all the key bindings from the options menu.
Thanks,
Kamina Dimension
Im running the game on windowed 720p
Not any major bugs, good work guys!
Your biggest ragequit issues will come from controls – it's too easy to over/understeer because of poor turn granularity and input latency. Velocity is inconsistent, so the hand sometimes races right as you need to time a release. Recoil distance after handle pulls appears based on velocity rather than a fixed distance, which caused me to back unexpectedly around a corner and run straight into the floor once.
Non-standard resolution handling caused a critical puzzle element to be hidden from view in the kitchen, made it appear much harder to solve than it is. Bleed areas would work with your art style to both give the impression scenes continue on and allow better edge alignment to the window for scaling.
Background elements in the attic are saturated enough to appear as if they can be collided with, while the garage has an oddly desaturated background and would benefit from slightly more foreground information to make the necessary connection (specifically: the scales(?) aren't clear what they are/should do even once it's known what they do, but it doesn't help that they appear in both the background and foreground at once). The gray outlines definitely need to be explained with the red/blue if they remain, because it's a key mechanic that's non-obvious.
And your menus: the white "highlight" doesn't really highlight, there's no level completion marker, info screens are a hot mess, the "backing out" bit is confusing at first (then just cumbersome), and even a small amount of work to sort out how a resolution menu works is too much. Unconventional menus are fine if they're simple to understand and use, but I'd describe yours more as "janky". The extra frustration factor will just put some people over the edge faster with this game.
That's just what I remember the day after, anyways. With those issues cleaned up and a fair amount more content, I think you have a great little game. I'd play more.
Thanks for the very constructive feedback.
Cheers,
Kamina Dimension
Definitely, we have achievements (and trading cards) coming this winter. We will be telling more a bit later!
Cheers,
Kamina Dimension
Brilliant. Great news :)