Had these hints been there I'd have been bored rather quickly.
Same, so I tried, and it was very obvious that it didn't work, so, and. Discovering that was, to me, part of the whole experience that makes it rewarding.
Reinforcing the rules of the puzzle when you try to violate one is a good idea.
Don’t get me wrong, there is still a place for games with mystery and obscure mechanics etc, but it doesn’t make sense for most games to be like that. It’s just an unnecessary way to keep away players that would otherwise love the game.
Play through portal with developer commentary, that's a masterpiece on how to use hints well without players even realizing.
Things like how hallways are structured, where light is shining, etc.
In a similar vein, when both dog and bunny are on one field, I can't choose which one to pick up.
Should have been a "back" button or smth!
That being said, not sure what the transition labels mean. "Somebody at bone", "Somebody at carrot" or "nobody at bone" means nothing to me. I suspect there's another game that I don't know about that would provide the context.
Overall, yeah. It has the feel of a clever, loveable game... how it comes together.
Great work. I love these postings. Very artistic.
One option is that a subtle version of the location image pops up next to the location space if it is occupied
I recognize that this is a really bad idea from a usability/discoverability perspective, but wouldn't it be charming!
Right now you could only move the upper one.
I'm also immediately kind of addicted to this....I really like it.
The one thing that annoys me is that I can't see what a symbol is if the dog/bunny is on it because it's covered up. It's hard to remember when there's so many. Some transparency or slight design adjustment would fix this easily.