This is a neat little puzzle game with a fairly unique concept. And it's quite difficult. This game was made for high IQ individuals. When I solved the puzzles I had this great "eureka" moment. And the game introduces enough new obstacles and gimmicks to make things feel fresh. And some of them are quite creative.
My biggest issue with this game is the lack of reward and feeling of progression. In this game you solve puzzles to progress through rooms and your reward is... more rooms. There's no story to progress, no set-piece moments, no upgrades. There is a sense of accomplishment to solving the puzzles but I feel like there needed to be something more. Furthermore, I never had a sense of how close I was to a stopping point (if there even are any) and especially the end of the game. I think there isn't nearly enough checkpoints too. Having to go through several rooms that you've already mastered just to get to the one you die on is boring. I think when you die you should respawn at the start of the room you died in and the flagpoles are there to warp to.
The art is really simple and does a good job at communicating the gameplay. It doesn't do much more than that though.
I have mixed feelings on this game. I played up to around the point you see those eyeballs (?) (seen in the third screenshot).
The game doesn't have much to offer beyond the satisfaction of solving puzzles. There are some goals to achieve, but in reality, the idea was to present game mechanics and let the player free to mess around with them and explore the open-ended world. There isn't really an incentive to reach the end, just to have fun. It's supposed to be like a prototype, just show an idea and see how people would act.
Such a cool NES man-like. Absolutely loved it - a bit of a puzzle man, just a tiny bit of action man (trying to shoot snake men and dodge bullet men from primitive men). Music is not distracting and didn't seem repetitive to me - though I was focusing hard on trying to play the game. Managed to find cash (why is cash, and not cash man?), and stopped after reaching meat men.
It's very cool, and big thanks for including teleportation - it's such a nice QoL to have. And the fact that everything is "man" in the game is adorable.
Great demo, got very invested in it and absolutely loved it.
I've played this for ~1.5 hours. First impression - a cool VVVVVV-like. The game being split into screens, all the screens containing their isolated puzzles and in-game movement made it very familiar, so i had no troubles adjusting to the controls and the game's feel. The Arrow Man added another layer of complexitiy to a simple looking game. I liked how each puzzle has a unique solutions and i liked how some levels have multiple solutions. The key based progression made me backtrack trough some of the levels which added a sense of the world being interconnected. Some of the switches also opened extra passages which added to the previously described feeling. The music and SFXs felt just right for that type of game. This whole gist of "*something* Man" puts the side characters on MC's level, Shovel Knight style. Overall, fun little game.
Comments
This is a neat little puzzle game with a fairly unique concept. And it's quite difficult. This game was made for high IQ individuals. When I solved the puzzles I had this great "eureka" moment. And the game introduces enough new obstacles and gimmicks to make things feel fresh. And some of them are quite creative.
My biggest issue with this game is the lack of reward and feeling of progression. In this game you solve puzzles to progress through rooms and your reward is... more rooms. There's no story to progress, no set-piece moments, no upgrades. There is a sense of accomplishment to solving the puzzles but I feel like there needed to be something more. Furthermore, I never had a sense of how close I was to a stopping point (if there even are any) and especially the end of the game. I think there isn't nearly enough checkpoints too. Having to go through several rooms that you've already mastered just to get to the one you die on is boring. I think when you die you should respawn at the start of the room you died in and the flagpoles are there to warp to.
The art is really simple and does a good job at communicating the gameplay. It doesn't do much more than that though.
I have mixed feelings on this game. I played up to around the point you see those eyeballs (?) (seen in the third screenshot).
Thanks for playing and giving feedback!
The game doesn't have much to offer beyond the satisfaction of solving puzzles. There are some goals to achieve, but in reality, the idea was to present game mechanics and let the player free to mess around with them and explore the open-ended world. There isn't really an incentive to reach the end, just to have fun. It's supposed to be like a prototype, just show an idea and see how people would act.
Such a cool NES man-like. Absolutely loved it - a bit of a puzzle man, just a tiny bit of action man (trying to shoot snake men and dodge bullet men from primitive men). Music is not distracting and didn't seem repetitive to me - though I was focusing hard on trying to play the game. Managed to find cash (why is cash, and not cash man?), and stopped after reaching meat men.
It's very cool, and big thanks for including teleportation - it's such a nice QoL to have. And the fact that everything is "man" in the game is adorable.
Great demo, got very invested in it and absolutely loved it.
Thanks for playing! I watched your livestream and truly appreciate the effort you put into these, keep it up.
I've played this for ~1.5 hours. First impression - a cool VVVVVV-like. The game being split into screens, all the screens containing their isolated puzzles and in-game movement made it very familiar, so i had no troubles adjusting to the controls and the game's feel. The Arrow Man added another layer of complexitiy to a simple looking game. I liked how each puzzle has a unique solutions and i liked how some levels have multiple solutions. The key based progression made me backtrack trough some of the levels which added a sense of the world being interconnected. Some of the switches also opened extra passages which added to the previously described feeling. The music and SFXs felt just right for that type of game. This whole gist of "*something* Man" puts the side characters on MC's level, Shovel Knight style. Overall, fun little game.
Thanks for playing! Glad you liked it. VVVVVV is definitely the biggest inspiration.