Hey! Thank you so much for trying the game! I agree that the first level is not the most challenging thing, but it's there to basically prepare you for what's coming next. If you decide to continue, Caves is already more challenging :) Just two things that you seemed to get wrong: -The blue portal was the shop, where you USE the blood, not a place to get more blood :P -The small flying things that are sometimes over portals are modifiers: they will do their thing (damage you, heal you, etc) in addition to what the portal's content is. I hope to see more from you!
Thank you so much for clarifying. In that case, I would recommend adding hover tooltips that explain what those portals do. I'm sure I'm not the only person who incorrectly interpreted these features. I will certainly be playing again.
@@Chillinwithchilly The logic behind that is that the basic portals are of just a few types, they're recurrent in the game, and having a tooltip for each of them always there would look ugly. The modifiers are less present, and easier to miss, so they have their tooltip. I'll give it a thought, thank you! I'll be waiting for a future video!
Hey!
Thank you so much for trying the game!
I agree that the first level is not the most challenging thing, but it's there to basically prepare you for what's coming next. If you decide to continue, Caves is already more challenging :)
Just two things that you seemed to get wrong:
-The blue portal was the shop, where you USE the blood, not a place to get more blood :P
-The small flying things that are sometimes over portals are modifiers: they will do their thing (damage you, heal you, etc) in addition to what the portal's content is.
I hope to see more from you!
Thank you so much for clarifying. In that case, I would recommend adding hover tooltips that explain what those portals do. I'm sure I'm not the only person who incorrectly interpreted these features.
I will certainly be playing again.
@@Chillinwithchilly The logic behind that is that the basic portals are of just a few types, they're recurrent in the game, and having a tooltip for each of them always there would look ugly. The modifiers are less present, and easier to miss, so they have their tooltip.
I'll give it a thought, thank you!
I'll be waiting for a future video!