The puzzle game of a man-turned-tofu by a deceptive fox spirit, the Kitsune.
Explore the surreal realms of the foxes to help Mr. Tofu break his curse!
Use your tofu brain to absorb new flavors and solve colorful puzzles!
👹 Solve addicting puzzles across 100+ levels. 🦊 Explore and experience each of the dream-like Kitsune realms. 📖 Take part in a whimsical story influenced by Japanese folklore. 🎨 Become immersed in a unique hand-drawn art style. 🎶 Lose yourself in an imaginative and blood-pumping chiptune soundtrack. 📚 Get absorbed in the Lore Journal to learn more about the worlds of 'A Tofu Tail'.
Challenge the Kitsune!
Explore other worlds!
Can you outsmart the trickster foxes and escape from the phantasmagorical Kitsune worlds?
Introductions to all of A Tofu Tail's core mechanics.
20+ unaltered puzzles to sink your tofu teeth into.
A taste of the flavorful story of A Tofu Tail.
7 bumping tracks from A Tofu Tail's soundtrack by Orbital Blaze.
Cool stuff! The puzzles I've seen were neatly designed, especially liked the idea of optional challenge objectives! Wish more puzzle games had those. Have to say that the isometric perspective and the 'saturated' graphics do make deciphering the gamestate difficult, also the 'kitsune gifts' required a bunch of counting which can feel fiddly at times.
Additionally both the undo and the restart button should have much shorter transitions, I am used to near-instantaneous undo and waiting feels like lag to me. Moving also felt a bit slow, so perhaps you could add a 'fast-move' option which speeds up the movement by 3x. Most puzzle games have multiple key bindings for undo as well so that the keys z, u and backspace all work as undo. Maybe even right-click. Saw that you had a key config, but you should consider adding these bindings for redundancy.
The control hints at the start are a good way of communicating the key bindings but not all players will reach the states required to trigger them. I imagine a lot of players will miss out on 'hit f to undo' so it might be good to figure out a way to check whether the hints were shown during the first level and give some alternative mode of delivering this vital information to the player in case they weren't.
Mashing buttons enabled me to skip levels, not sure what happened there but I probs triggered some testing keycombo. Might want to disable that. Restarting the demo put me at the start again even when I did not finish it. This will probably discourage players from returning to your game.
The ending screen of the demo should show the completion rate (# of shards collected/total possible amount of shards). A rudimentary level select for the demo would probs help with retention and encourage players to return to some levels.
Sorry to say, but the 10€ pricetag is a little hefty for me, even though I enjoyed the demo quite a bit. I will add it to my wishlist and wait for some sale (esp since I have half a dozen unfinished puzzle games atm :D).
I recommend you check out the thinky-puzzle-games discord. They are a friendly community of puzzlemakers that are usually happy to share their thoughts and give in-depth feedback.
We really appreciate the time that you put into writing the response for sure; it was very thorough! And you bring up a ton of valid points that we will be looking into for sure for our future updates.
The discord channel is also a great resource. Thank you for providing it - we will definitely check that out!
This was a neat game! Felt like a weird fever dream at times, but the music was fun and puzzles were challenging. (Although I'm probably just bad at the puzzles). Give it a shot if you like Fidel: Dungeon Rescue!