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Any ideas on what the top button could have looked like to convey what it did (assuming you're talking about the "constantly on" node)?  And interesting, we didn't realize as we didn't participate that year, but makes sense; we were really thinking about building connections and how the scale of the change was dramatically different from the scale of the impact.  Thanks for playing!

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Oh, if it's a constantly on button, then it conveys what it did perfectly but didn't work for me. It might be that i hooked it up to jump? And yeah, I do see the connection to the theme (not saying you ignored the theme or anything like that). I guess I just wish the connection were ingrained. As an example, it would have been cool if the effect of the action or speed of the button were indicated by the size of the icon, or there were different size wires that meant different things somehow, or if you could pick up new buttons in the level somewhere. Not a bad game by any means, though.

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Ah gotcha, yes, that's correct - you connected it to jump, so it activates only once when connected (as opposed to the pulse, which activates multiple times).  Can definitely see how that behavior could be confusing, though.   Re: theme, those ideas are great--love the idea of button size having an impact, and we considered in-level pickups but ran out of time.  Thanks for the suggestions/feedback!