This is a nice game about a ferret. The elements have a lot of variety and I found it was usually quite possible to work out what each one was up to. Having the journel to remind you of behaviours is a good touch. Although I must admit I don't like the slugs so much, with their slime trails and forward-facing eyebrows.
Currently trying to get through "
Under Fire"
and "
Cycles"
(ah! the slugs!) which are both rooms of a type I kind of struggle with, where I get stuck in a cycle of doing the same thing over and over.
Some criticisms on the physical world structure that are spoilery:
Click here to view the secret text
×
Like others, I found the more linear nature of the second parts of each area less fun that the more open-ended first halves. Having more options available kept up the engagement, while having fewer choices made me more likely to quit the session if I wasn't getting traction on a room.
What also didn't help is that the navigation aspect gets a lot worse. The branching structure of the early game means you often don't have to go far to reach another room, and even the walk between areas wasn't too much. In the midgame, even with waypoints you might have to traverse ~10 rooms just to switch the room you're working on. Given how the second areas often do a u-turn, it feels like some shortcuts could have been added in some locations to make getting around quicker. Or perhaps some waypoints could be placed about halfway through each of the linear areas.
____________________________
[Insert witty comment here]
Qzvlkx?
[Last edited by hyperme at 06-12-2024 11:38 AM]