Wish the game was a bit more consistent in how it defined screen edges (some of the places were a bit too finicky in where you need to click in order to switch screens)
And I'd like to see a (per screen) zip-mode for paths you've already taken before. (but I don't demand it.)
It's a good combination of word and adventure play. The relatively shord words give you a chance to find something suitable and making the takable objects shake a bit was also nice, so there is no pixel hunting.
A few objects I couldn't use (Comb, for example), but I guess that's intended.
Again, this was an interesting concept and it was executed very well, IMO.
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What am I supposed to do with the ape and the tree? The game keeps saying that it's "too far".
Edit: NVM, I put the ape on the balcony.
Throw the banana on the tree. :)
I already figured that out. Thank you, anyways!
banana + ape = many invisible bananas
Wish the game was a bit more consistent in how it defined screen edges (some of the places were a bit too finicky in where you need to click in order to switch screens)
And I'd like to see a (per screen) zip-mode for paths you've already taken before. (but I don't demand it.)
but, all in all, a good game so far.
Thanks for your suggestions and for your opinion.
The edges problem is known and I'll try to fix it.
I just started to develop the third level.
Great idea and fun demo!
It's a good combination of word and adventure play. The relatively shord words give you a chance to find something suitable and making the takable objects shake a bit was also nice, so there is no pixel hunting.
A few objects I couldn't use (Comb, for example), but I guess that's intended.
Again, this was an interesting concept and it was executed very well, IMO.
Thank you! :)