Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)
  • Well rounded game, menu, start screen, result screens, fail screen, transitions
  • Funny story setting
  • Nice music tracks with good variation
  • Levels
    • In the first few levels, the level with a general timer, should come before the one with a tile to drop in a number. As it would generally introduce timers and then more specific ones
    • In general there are a lot of nice mechanics introduced, but sometimes only for a single level. Some are combined others aren't. There is a lot of potential with these, but then don't get lost in making a lot of level mechnics which is hard to be something conherient.
    • The harder levels are getting some times a bit annoying. Personally I didn't like any with the spikes in it. The wait-walk-wait-walk I don't really enjoy. Thinking about it, the laisers are worse because it's memorization of a pattern. With the spikes you at least see moving to it's easier to handle.
    • The level with the many laisers as grid was getting annoying after a while because of the sfx
    • A lot of levels, pretty impressing! Some of the laters, where it was very much about timing were hard, but some didn't didn't have much more dept. And sometimes not really connected with the theme, is it really about math when in every level the the math is 1 - 2? ;)
    • I'd advise think about the core mechnics of the game. Is it a dexterity puzzler or a logic puzzler? Does it need time limitation just to make it harder?
    • Is it about the math? In a later level where it only about the calculation, I've already forgot again how the maths "works" because the multiplication is not done before plus or minus. It hasn't been revelant for like 20 levels and then suddenly it's only about that again. The point is the progression of the difficulty and the transition for one mechanic into another, I'd love to see these smoother. IMO this is the hardest part of a game design (at least for a puzzle game): difficulty curve and introduction of new mechanics over the levels.
    • One more thought, maybe some levels could be grouped together thematically, with a little story beat between vs a long list of levels.
    • Loads of feedback, for great work! Contraz!
(+1)

I honestly agree with most of these point. I kind of figured the processing order of the maths would end up particularly being a headache for anyone with any degree of programming experience. Those laser grid levels are gone as soon as I can upload an update as well (replaced them with something considerably less annoying!).