Just played the demo, the game looks pretty fun! Actually I have not stop playing it, I just paused to write the post hahaha
Have you thought about making the movement binded on clockwise and counterclockwise direction? So you could just use up and down or left and right.
It reminds me of this game:
http://store.steampowered.com/app/367570/oO/Nice, thanks ^^
We did think about the control scheme you're mentioning, in fact this is the first we tried, and there have already been a lot of discussions with Thaumaturge about it on this thread! This is currently our biggest issue; on one hand, the current controls are the best we could think of in order to have a smooth experience through the game; on the other hand, a LOT of players suggest the clockwise/counterclockwise scheme, thinking it would be better (and with no way to figure out if it really is, since we don't propose it). It would be better indeed for the intuitive aspect, but it is definitely worse for many reasons if applied to the whole game. Yet we can't just ignore it, because players seem to want it quite hard! We will have to figure something out to provide simultaneously the best controls possible AND have the player happy with it!
We did find out about oO a few days after settling for the name oQo. We hope we won't have any trouble about this, mainly because despite the similarities, the goals of the two game are almost opposite (one very fast paced with skill and precision, the other one with relaxation and smoothness as objective).
Ooh, the new art-style looks pretty. Simple, easily-read, but with enough variety that it doesn't look plain, to my eye. ^_^
Thanks ^^ We still have some work to do on that (and we'll have various biomes), but it's good to know we're on the right track!
I really like it! Playing the prototype now. A couple things that might be janky:
When in a position like this at the start of a new screen, I can't move downwards along the circle past the starting position, only up (counter-clockwise). Is that a bug?
And when playing the tutorial, I had my hands on the arrow keys, then when the mouse controls were introduced I had to reposition my hands and discover WASD. Sometimes it's nicer to be all on the keyboard or all on the mouse (or at least know what to expect). I'm playing on a trackpad, which surprisingly seems fine, but the more quick-timey your puzzles get, the more playing on a laptop might suck. Just some audience-type stuff to think about.
Good work! I'm following.
Edit: One more thing, I was playing the prototype without reading any description first, and was able to figure out the controls and mechanics on my own with a few enjoyable "A-ha!" moments like discovering I could traverse the white circles as well as the static ones. So that aspect of discovery is cool!
I don't know if I would choose the word "soothing" to describe the game, though?
Regarding the "stuck situation", maybe it's because you didn't fully understand the control scheme? In a situation like this, the right arrow will do nothing (you are already at the most right point of the wave), the left arrow will make you go to the left (beginning with top or down, depending on your starting point), the up arrow will make you go up, so the only way to be sure you're going down is the down arrow.
If that's the issue, then once again we're back at our control problem! Not explained clearly enough, not intuitive enough, and yet (in our opinion, after a lot of testing) the best possible. For example it's the only one that allow you to go precisely on the most right position on a wave. I feel we still have a lot of work and thinking in order to resolve this issue ^^'
In addition to that, as you said, the game was initially thought for mouse + keyboard, we have added gamepad controls, but we still have to figure things out for other cases, especially trackpads. Not sure what we're gonna do about that, if there's anything that can be done :/
Finally, this prototype may indeed not be as "soothing" as we pretend it to be, but it's (we hope) partly because we tried to condense the experience on a reasonable length. We should have more freedom in the full game to chose the pace and make it more relaxing! Well, that's our goal, now we'll see how it turns out
Thanks for playing and giving feedback!