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Hi I tried your game! Overall it was very experimental (as you say), the main issues that prevented me from enjoying the game were the controls and lack of simple explanations.


Context

  • I played using keyboard+mouse on a decent Windows laptop
  • I'm a midcore puzzle fan, seen a fair few puzzles in my life incl. maths puzzles

Thoughts

  • Controls were the biggest issue. With a mouse it was very hard to link up the correct hands due to extremely high sensitivity (or perhaps viewport raycast bugs?).
  • The core puzzle mechanic (point distribution) wasn't unique, but is simple in concept with some potential
    • Mechanic wasn't explained clearly, took me multiple tries to understand (ideally should take just one try)
    • Didn't see past level 1 so can't comment on how well the core mechanic was developed further
  • Jam theme is very direct and clear
  • Art and music was ok
  • Extra accessibility and languages was very thorough, great!

Suggestions

  • Practice making tiny, rough but easy-to-control games outside of jams, to speed up game jam speed
  • Ensure gameplay is easy to control and understand first (in that order), before focusing on accessibility features and languages. A rough game design usually results in poor accessibility of itself.
  • Play a variety of puzzle games to find more unique mechanics


- A confused feedback pairing tester

Thank you so much for taking the time to play our game and even more so for taking the time and effort to write such detailed, thoughtful feedback that genuinely helps us grow as designers. 

Your notes about the controls are especially valuable. Hearing that the mouse sensitivity (or possible raycasting issues) made connecting hands frustrating makes us realize that  we must have been so used / immersed in our game and did not notice the issue. Of course, ease of control needs a lot more attention. We also appreciate you highlighting the clarity issue around the game mechanics, indeed the onboarding needs to be redesigned and gameplay needs to be less awkward.

We are, of course, extremely flattered to hear that you liked the core idea, that the jam theme came through clearly, and that you found the accessibility options thorough. 

Your suggestions are very gratefully taken: we will focus on practicing building smaller, tighter prototypes outside of jams and spend more time studying a wider range of puzzle games to sharpen our design instincts.

Thanks again for being honest, constructive, and kind. We really appreciate you taking the time and giving the game a chance and for your thought-out feedback. 

Hi, I'm your tester for the feedback event!
I tried to test the game without reading anything just to see how it played out, although I was completely lost so I read the description, and... I still don't know how to play it. I get that there's some sort scientific approach to it, although I don't get what the rules of the game are. I'd advise you adding them to the description. I'm very sorry for this, but I just can't provide any feedback other than music is cool and the different options for accessibility are very welcomed.

Though, there seems to be a lot of content, good job for all the work!

Hi, thank you for taking the time and testing our game! 

We agree the description could use some player guidance, the main reason it did not happen was lack of time. We thank you so very much for finding positive words for us, even thought the game is very rough. Again we thank you for taking the time to play and to share all the precious feedback you could, it is very appreciated. 

This game was assigned to me as part of the thatgamejam Feedback Pairing Form, but I’m sorry I have no idea what’s going on here. 😭 These look to me like atoms with electron clouds surrounding them with valencies and bonds, except I could not really understand what to do with them. Moving them around brings up a distribution slider, but again, I’m not sure what I am supposed to do here. I somehow passed the first level just by random trial and error but it made no sense to me. I don’t see the fingertips that are mentioned in the description, nor can I figure out how the game relates to its title Dita di Dama, which I’m guessing means Fingers of the Lady. I would strongly suggest adding a tutorial section of some kind, perhaps either one inside the game or even a written one, or maybe even a gameplay video so players can understand what they are supposed to do to progress. Right now my honest opinion is that it feels like a fever dream. Sorry I couldn’t provide any better feedback because unfortunately I just cannot fathom the vision that’s behind this. I wish you good luck with your future endeavours.

Thank you so very much for your thoughtful and detailed feedback, which is gratefully appreciated. The game is, of course, very rough and very experimental. Thank you for highlighting both aspects of he imagery we had in mind, namely, electron clouds with (multiple) valencies and bonds and a fever dream. We congratulate you on passing the first level and building the short sequence if prime numbers, it is not easy at all, not even for the level designers (currently there are a number of levels, and after completion, it cycles again through them with increased difficulty). Yes, the game would benefit greatly from a tutorial and from animation, but, of course, there were two weeks and we had other committments.  Again thank you for playing our game and for taking the time to review it and share thoughtful and genuine feedback, as well as for your kind wishes. We also wish you good luck and success with your future endeavours and with everything in your life.