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(+1)

Thanks for your comment; and yes, we do have some plans for the unicorn that we couldn't do during the compo, which touch on some points you've mentioned:

  • a score multiplier tied to the energy, which becomes x0 when it's empty; this would make hunting energy more worthy
  • allow the push to work on a block behind a wall (the flavor being that the vibration from the impact on the wall is pushing the block on the other side), which makes it more viable on some mazes..
  • ... and also apply block gravity to the pushed block (and blocks above it), so it becomes a bit more useful (we've noticed that sometimes the pushed block was more of a hindrance than a help)

About the rate of the spawning blocks, it's tied to the game "level" (which currently increases every ~50 points); but we do need to balance this and many other constants (because, for example, once we have a multiplier the blocks may start spawning too fast too soon).

(+2)

Those changes sound great! Looking forward to playing with them.