Glad you had fun! The first few puzzles were really meant to be tutorials.. we just ran out of time to actually use the mechanics we introduced except in the last one :p
20akshay00
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This was quite fun! Some levels felt really tight in the time, requiring a flawless run but the snappy respawn animations made it approachable. Following is some feedback:
- Controls could’ve been mapped better (for WASD); its a bit hard when the keys are spread across the board.
- It would have been nice if UP also worked as jump, but thats just a preference.
- When rolling, if you are standing still, it defaults to the right side always. It would make more sense to go in the direction of the last pressed button (L/R).
Great job regardless!
I agree with most of the other comments; the take on the theme is fun and visually its captivating, but the typing mechanic definitely needed to be introduced better. I also think a mini-map would’ve been really helpful, atleast to show which aisle has which letters because it was super easy to get lost. Otherwise, solid entry!
Surprisingly fun! I agree with the other comments that the difficulty should be ramped up more gradually and earlier. It suddenly got crazy at around 50 and I couldn’t make it past 83! Also, it would be good to add bounds to the level, because right now I can keep running outside forever and its hard to find your way back.
Love the game, and love the name as well. Hits just right as a nice little arcade game, and the leaderboard is the cherry on the top. The UI could be better, and the scoreboard shows your best across all three difficulty levels regardless of which one you’re playing which is a bit strange. Otherwise, nicely done!
I also like this take on the theme as its not the typical package delivery interpretation that a lot of people went with.
Cute game! The characters and the string of deliveries were nice to play through. Platforming difficulty scaled reasonably as well. Here’s some feedback:
- You could have utilized the empty walls to display the controls needed for that level (for e.g. LSHIFT to boost in floor 3).
- Its easy to skip through the dialogues of characters and they only repeat the last one if you talk to them again. Would be nice to go through the whole dialogue again.
- On the itch page, it says G to grab but I found that it was actually Q.
Simple game, but it has found a fun concept I think. One big issue is that the dots spawn at a fixed rate, so if you’re fast enough, you just have to wait for the next one and it always spawns in the middle. This means that the maximum score possible is just 24. It would be good if instead the spawn rate adjusted itself based on how fast the player is sorting them!
This one caught me by surprise! For how simple the concept is, it plays really well since the execution is pretty good. The menus and stuff were a bit lacking in polish, but the actual game play is great.
Just a head’s up, the red light in the main screen hangs the game. I assume its an exit button that wasn’t set up right for the WebGL build.
Fun game! The radio is a really nice touch, and the crash animation is perfection. Here’s some issues/feedback I had:
- Minor lag at some spots; I suspect the lighting
- Soft locked when I crashed near the edge of the map and got knocked out of the visible area. Wasn’t able to get back in.
- A mini-map would’ve been nice to plan the route.
Thanks for the detailed feedback :) I agree that the tutorial ramping up in somewhat an educative manner would be interesting. Will definitely try that if I work on this further. I’m not entirely sure if there’s a better way to deal with the controls, since I just co-opted the standard keys from graphical programs.. have to think about this.
Will also keep in mind the suggestion for the color scheme. I didn’t have too much choice there this time since I had to make the art on my own and I’m painfully unskilled 😅. I’m not too sure if it’ll perform well outside a jam too (quite frankly, not sure if it performed well within jam either, given how divisive the responses are!). We shall see!
Thanks for playing!
Thank you for playing and sharing your thoughts! It quite helped me realize what the players generally missed (which seems to be able to utilize the transformations to their full extent since I provided no demonstration through tutorial levels!). Stuff like this for e.g. as I noticed you tend to try drawing with just the plain grid.
I want to say I really appreciated your inquisitiveness into both details regarding the math involved in the game as well as to my research :P. In fact, I originally intended this game to have some educational value and I think you were the only one who displayed some interest in that side! So here is one resource that might help: https://xaktly.com/Matrix2Dtransformation.html . If you try multiply Kx * Ky, it’ll turn out to not be equal to Ky * Kx! Scaling on the other hand (like stretching the whole grid) would commute, because they can be written as diagonal matrices.
I guess this is not extremely satisfying tbh, more of an empirical way to justify it. A deeper understanding can somehow be understood by learning more about group theory and in particular the group of 2D transformations on euclidean space. It involves rather abstract ideas but incredibly generalized results. I’m sorry for the exposition xP this stuff gets me quite excited!
Good points! The thing is, I initially planned to do exactly that and hand-design puzzles, but I ran out of time. So instead, the shapes are generated randomly and the goal is not to exactly match the vertices, but to cover the area as close as possible without leaking out of the hole. Its not as satisfying perhaps, but it was the only way I could crank out a functional game.
Thanks a lot for sharing your thoughts.
Really well made! The tutorial was very good. The visuals are great and the game feels fairly polished. I agree with the other comments that the starting felt a bit slow where you kinda had to get damaged a bit to get started, but then it picked up. I still felt the difficulty curve, so couldn’t go past around 90k.
Loved the concept, and was completely hooked for like half an hour. The visual style is very interesting too. Following is some feedback:
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A tutorial would’ve been good initially since the UI menus were a bit involved. But I managed to get it by reading the itch page which was also well designed.
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I think the progression is a bit off because I had to do multiple trips in the first area, and then after a single trip in the second one, I was able to max out all upgrades. But this is always hard to get right in a jam.
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The bullets feel a bit wonky. I think the whole game just lacks a bit of polish although the core loop is super fun.
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Initially there was a bug where I couldn’t pick up any of the currency rocks and had to restart.
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Minor UI bug in the defense upgrade tab; if you use one option, say add new module, then once its done, I can’t select the other option to upgrade it. Instead, I have to come back to the menu and re-enter to get the selection.
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Some audio and SFX of course would make it really immersive.
Overall, I had fun! I look forward to seeing this improved if you decide to work on it further.