Neat! The rumble as feedback for when a pillar falls down is good.
I wasn't entirely sure what the purpose of the people/pawns was, seemed like they dropped a more-red intestine when hit by debris?
I do think it could help to have a clearer objective since if pawns getting hit is a positive thing, I'd want to let all but one tower fall. In my mind, I'd only lose if all towers broke, so I'd have no motivation to focus on more than one tower.
cool game. I think the player feedback is pretty good. I see what I do and I see what the things I do result in. The view of the player is also pretty nice, its quite clear where to go and challenging enough to walk around. So for a prototype to test it's very well made.
However I am missing a goal here. Once I had no more intestines to pick up, I did not know what to do except from crying about the building that where crumbling down all around me. Despair. So to add more of a satisfying experience a clear ending would be nice.
I like how the playing field naturally gets more chaotic to navigate, making it slightly harder to manage the pillars. However there is no goal yet, even something as simple as a score would be good for a game like this. I also don't understand how this fits the theme of "Sticky SItuation."
Comments
OH NO! OUR BUILDINGS! THEY'RE BROKEN!!
Neat! The rumble as feedback for when a pillar falls down is good.
I wasn't entirely sure what the purpose of the people/pawns was, seemed like they dropped a more-red intestine when hit by debris?
I do think it could help to have a clearer objective since if pawns getting hit is a positive thing, I'd want to let all but one tower fall. In my mind, I'd only lose if all towers broke, so I'd have no motivation to focus on more than one tower.
Interested in seeing where you'll go with this!
cool game. I think the player feedback is pretty good. I see what I do and I see what the things I do result in. The view of the player is also pretty nice, its quite clear where to go and challenging enough to walk around. So for a prototype to test it's very well made.
However I am missing a goal here. Once I had no more intestines to pick up, I did not know what to do except from crying about the building that where crumbling down all around me. Despair. So to add more of a satisfying experience a clear ending would be nice.
Goed gedaan Michael, leuk spelletje.
I like how the playing field naturally gets more chaotic to navigate, making it slightly harder to manage the pillars. However there is no goal yet, even something as simple as a score would be good for a game like this. I also don't understand how this fits the theme of "Sticky SItuation."
Not entirely sure what the point is but if you drop intestines and pick them back up you get +5 so you can get infinite intestines. 10/10