Wow! Thanks for all the feedback!
I agree with you about pretty much everything.
Shifty, Twisty Forest:- I agree flips are confusing right now. I have been confused by them myself. And yeah, we're hoping that the smooth transitions will alleviate the confusion.
- As for some sort of tutorial, we haven't discussed it too much, but I'd like to do some sort of narration. If you couldn't tell by the crude art, we've been playing around with the idea of it being a story book. So, a narrator would fit into that well.
Buzz:- Yeah, the controls/physics need work. We gave ourselves limited time on the prototypes so we would focus on getting a core game loop running and I made some last minute changes to the controls that made them especially frustrating. I do want them to have a learning curve, but I don't want the main challenge in the game to be flying. In general, whenever I work on a game with more complicated controls, I find myself going 'control deaf' after a while, by which I mean that I'm so used to the controls I can no longer tell if they're any good or not. So outside feedback is welcome.
- Yeah, the pollen spamming was a problem I knew about, but didn't tackle. I wasn't sure if I wanted to do some sort of limited supply (maybe collect more from flowers?) or just limit the rate at which you could drop it. Playing as if you have a limited supply is more fun, but I have always been annoyed with limited supplies in other games. Maybe a recharging supply???
- Haha, yeah, I knew I should have lengthened the diamond pollen timer, I was just feeling mean.
![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
I can barely make it myself, so I'm sure it's brutal for anyone else.
Thanks for your opinion about which one we should push forward with.
As for my own feelings, I like Twisty, Shifty Forest for its immediacy and simple gameplay loop. A puzzle takes about 30 seconds and when you're done you have that "I am clever" feeling (assuming we're making decent levels). I think we have the game direction figured out for the most part and it's just a matter of taking it and fleshing it out and polishing it. My fear is that it currently lacks a marketable hook. It's hard to capture what is fun about the game in a few sentences or screenshots.
Buzz is more my style of game, but not well expressed. I don't think we have found the heart of the game yet. I like the giant garden feel, but that's about as far ahead as I can see. So, from a 'which one to develop' perspective, Buzz is a bad bet because we'll spend a good bit of time wandering trying to find what is really fun about it. I think it too lacks a good hook.
Anyway, enough rambling.
Thanks again for all the feedback!