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Man, this game is running super fast if all of those actions are a single frame.

Nice game!

I really like the idea of being the controller of the game, and simply following some commands given, I think that this game pulls it off very well. It actually got me to feel like a computer by having to check through every single thing each frame.

Having a list of rules is a cool idea, I had to refer back to them a few times to memorize what I was supposed to do in a situation and the order of operations. I think that this idea could open up to more possibilities, like more complex games (with a longer amount of time to work with) that have a lot of rules so referring back to a rulebook is almost needed.

Although, I think that some of the rules are a bit forced, like the bullet going right by default and only left if there are more enemies on the left side. Yes, it does make one more step of counting which side has more enemies, but I feel like it should be based off the playing direction or something else.

This game did also had a bit of learning / understanding curve. I had to play it about 3 times before I understand everything that I had to do, and how to do it. It took me awhile to realize that I needed to press 'D' to spawn in a monster. 

I think that forcing the order of operations can also make it a bit confusing. You could maybe play with the idea of the player changing everything that was told to happen, THEN pressing space to confirm the frame. Which could help by letting the play think things through in their own order, and checking if they got it all right before confirming. But, I can see the value of having the same order of operations every time since that is how an actual computer would work.

Another good thing, would be that this game gets me saying "Just one more time." which is a very good thing, you really did make me want to continue trying to get further and better at the game.

I love the visual style.

Good work!

Thanks for this comment! We love the feedback. Our original game was indeed as you described, where all the actions could be done in any order, with a single button to confirm the frame. We even had a version where the variables side and game side were different inputs, lending space for multiplayer play.  Those did not stand up well to playtesting though, the learning curve was much higher than even this, and we eventually settled on this version. Given enough time to work out the UI/UX, we might be able to pull that off.  

Regardless, this is something we can definitely work on in the future!