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报告翻译问题
Love the concept so far and seeing you guys work with Will is awesome!
Cheers~
In the realm of sources of inspiration for me as an animator, the works of Lotte Reiniger, Jan Švankmajer & Phil Tippett influenced me pretty heavily on this project.
I’m wondering what inspired this game as a whole. Did you reach out to will following the release of the Tomcat mv or did he reach out to you guys with an idea for the game?
This looks super cool! I’ve never played a stop motion game and I’m excited to try this one out :)
-Finn
Hi there Finn!
I'm glad you're excited for Éalú, and my apologies for the delayed response.
The game as a whole was initially inspired by my deep feelings of confusion surrounding algorithm based applications & how they influence us to engage in repetitive, sometimes harmful behaviors and how I often feel like a mouse in a maze when interacting with them. The mouse therefore felt like an appropriate character for the story I wanted to create.
After Ben and myself created an initial proof of concept for the game, I showed it to Will and he took an interest and joined the project. It's been a delight to work with everyone on our small team to make this!
We're absolutely looking at creating achievements for the game 😀 got a few in progress already!
- On a puzzle with 5 rotating circles, sometime the circle on the right will transfer 4 levels of ink, but also keep 4 levels, I don't think it's meant to happen, they should be moving from one circle to another right, you get 8 lines instead of 4
On the same puzzle, the game does not recognize input if you clicking too fast, which is a bit confusing because it still triggers animation, but not the effect.
- Perhaps replace the white point mouse icons with something that matches the look of the game, they stand out. For door icons, maybe something that shows direction or just movement, and perhaps a different one for interacting with puzzles, will look more intuitive.
- Death should not reset any puzzles
- There is too much loading time, I know it's only like 2 seconds between rooms, but it adds up
This is great feedback, again - thank you! The only thing we're unlikely to change is the mechanic that resets puzzles after a death but I promise it's not just difficulty for difficulty's sake, but is related to the story/philosophy the game explores, and we've taken care that once players have died once or twice, the pattern of danger is clear and death becomes a choice :)
i don't know how to spoiler text :( never mind figured it out :)