the idea isn't new, but i like your implementation. using ragdolls feels good. level 2 got me puzzled for a while. i didn't initially realize you cound revive robots, thought it's restarting to a checkpoint. here's a video how i finally completed the level, i wonder what was the intended way?
i don't remember what was the 2d platformer i saw many years ago called but a google search reveals suchgames. it seemed even less puzzly though, more of cannon fodder themed (as in concept, not the 1993 game)
Nice, getting the timing right on that last puzzle felt really good.
I liked all the puzzles, the fourth one was my favorite. I had that OF COURSE moment when I figured it out after trying for a bit. Great puzzle game moment when it makes you feel like a genius.
Only bugs I saw was on the fourth one you could actually block the laser with the head of one of the characters without the character getting killed, and I managed to die by jumping on a hint once.
I think it's a good framework for adding puzzles. I guess introducing mechanics like the laser and the turret and then designing puzzles around them would be a good way to come up with more levels?
Beat the game. The puzzles were decent, though they at times felt finnicky, like how you use a dead body to block a laser but if the body is too flat the laser goes over him. Sensitivity is high as hell, and putting it on two axis is a bit weird. The UI is offensively bad at times when it overlaps itself, get on top of that. The floating text was easier to read this time but it's still not optimal.
fun stuff. when possible, i'd aim to fix up some things. mainly: music/effect volume, include a menu option as well mouser sensitivity is insanely high by default, X/Y options are also annoying to deal with. add a "both" slider perhaps, and also tweak the minimum/maximum amount since if it's stupid high by default, i can't imagine anyone ever setting it higher.
there's also some issues like the box on level 2 being able to clip through the walls and so on
if you're stuck on not knowing what puzzles to add, i recommend adding basic option features and cleaning up the UI a bunch, and i think puzzles will occur to you naturally from simply working on the game
Comments
the idea isn't new, but i like your implementation. using ragdolls feels good. level 2 got me puzzled for a while. i didn't initially realize you cound revive robots, thought it's restarting to a checkpoint. here's a video how i finally completed the level, i wonder what was the intended way?
the intended way is to have the other character hold the box in the lower level and jump on it before hed dies
Takes some timing and it can be finnicky
I didnt want the puzzle to just be climb up the ledge and reach the goal, so i tried to add a twist
I'll probably change the puzzle later to something more intuitive, idk.
"The idea isnt new"
Could you elaborate on that? I wasnt able to find a game like it when i was researching puzzle games.
i don't remember what was the 2d platformer i saw many years ago called but a google search reveals such games. it seemed even less puzzly though, more of cannon fodder themed (as in concept, not the 1993 game)
Sorry mate, couldn't get it to run. Was using the itch client. Not sure if it is anything on my end.
Nice, getting the timing right on that last puzzle felt really good.
I liked all the puzzles, the fourth one was my favorite. I had that OF COURSE moment when I figured it out after trying for a bit. Great puzzle game moment when it makes you feel like a genius.
Only bugs I saw was on the fourth one you could actually block the laser with the head of one of the characters without the character getting killed, and I managed to die by jumping on a hint once.
I think it's a good framework for adding puzzles. I guess introducing mechanics like the laser and the turret and then designing puzzles around them would be a good way to come up with more levels?
Beat the game. The puzzles were decent, though they at times felt finnicky, like how you use a dead body to block a laser but if the body is too flat the laser goes over him. Sensitivity is high as hell, and putting it on two axis is a bit weird. The UI is offensively bad at times when it overlaps itself, get on top of that. The floating text was easier to read this time but it's still not optimal.
Hope to see it improved next time.
fun stuff. when possible, i'd aim to fix up some things.
mainly: music/effect volume, include a menu option as well
mouser sensitivity is insanely high by default, X/Y options are also annoying to deal with. add a "both" slider perhaps, and also tweak the minimum/maximum amount since if it's stupid high by default, i can't imagine anyone ever setting it higher.
there's also some issues like the box on level 2 being able to clip through the walls and so on
if you're stuck on not knowing what puzzles to add, i recommend adding basic option features and cleaning up the UI a bunch, and i think puzzles will occur to you naturally from simply working on the game
keep up the good work
Fun puzzle game. The music does end up hurting the ears after a while. also lmao I found a duplication glitch.
Cool! Didnt know that glitch was possible haha.
I usually mute the audio since im tired of hearing it myself
I'll be sure to add audio settings sometime today.