A bit bitter after finishing animal well
It's strange, because I really enjoyed playing the game. I went in blind, and it reminded me of those eater egg hunt games on Roblox, but miles better. Despite not being as complex as games like The Witness or Blue Prince, it was just chock-full of Aha! Moments and testing out different items were brilliantly exciting. I think playing a couple of knowledge-check games in the past also helped a ton with not getting frustrated when things didn't work. Exploration was just peak as well; studying where the blacked-out spots were on the map and returning to them to explore was just great. Admittedly, though, I found a movement trick instantly after getting an item (thank Celeste for training me in button combos), and so exploration felt a lot better than what it could've been).
But the transition from exploration and memory puzzles to note-taking and community comparison was really rough. Like, objectively, I think Animal Wells' progression is really cool in theory. You start with simple exploration puzzles, then to some more complex movement techniques, then onto flute note-taking puzzles and finally some moon-logic type shit that incentivises community interaction. All in that in this one game? That's phenomenal!
However, the game really fails to encourage you to do note-taking or online research. It tries to transition the puzzles inside the game to the outside by relying purely on the idea that you'll either be aware of its genre beforehand or that you look for the answer online out of frustration/failure. Just some murals encouraging you to go online to compare answers, or maybe a warning at the start of the game about note-taking would've done wonders. It might not seem like it, but the idea that you need to write down and then compare notes on a game is a bit of a leap.
That's kinda poo in my opinion, and means that when the community eventually does find the answers, the end of the game is really more of a "search for the answers" online sort of thing, rather than a "discover it on your own".
Like, the eggs, for example, I had 10 of them left with the majority of the map cleared. The ones left were consistently ones, not behind large puzzles, but silly misses from the environment. Why not have a system that, after collecting enough eggs, just tells you which rooms the remaining few are in? So that you can just enter the rooms and try to discover them yourself.
Why can't you easily record music notes? Have a composing sheet tool that allows you to write the directions and then pull them up when you're playing the flute. I was comfortably playing most of the game in bed, and not on a table, because the game didn't train me to expect note-taking. So most of the time I saw the music notes but didn't really want to go through the trouble of writing them down and organising them. So I just looked online. Once again, stealing a potential fun I could have had in discovering it if it had just had a better system.
Another thing, the flute, there needs to be a better way to do it using the controller, I had to retry a 60 note song for 15-20 minutes because the diagonals were just too hard to get consistently! Why? I already know the solution to the puzzle! This isn't precise puzzle platforming! Let me play the gosh-darn song!
Another thing, why did the game not end with a cut to black and a return to the save file? I mean, one of the puzzles literally requires looking at the save files. Not cutting to black really makes it seem less like an ending and more like an unfinished idea, or concept-
Argh, there are just so many small quality of life problems that made an otherwise 9-10/10 game go down to around a 7-8/10. It meant that when I finished a game I admittedly really enjoyed and got absorbed in, I ended with more fresh complaints than the feeling of the good things it actually does!
Like again, a concept of a metroidvania puzzle platformer slowly evolving form simple, exploration puzzles into more esoteric and moon-logic community puzzles is amazing, and I'd go as far as to say that Animal well even achieves it rather well with it's selection of puzzles and ideas. But it just doesn't intergrate them that well to the player experience and so you never really get to discover those puzzles, more like, learn about them