Oh I'm silly, I've been going through the "randomizer" to hop to submissions but I didn't realize the game jam submission pages of the games are separate and have comments sections too wtf
2edFlames
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Found the evilyn uwu
Wait wdym I have to beat her....
Falling into the void Monka
ngl at first I was _not_ paying attention to the charging bar at all and wondered what timer the dash was on when it sometimes just wouldn't work. I may or may not be an idiot.,
Anyways would be cool if dungeon generation was a bit more thought out, rather than entirely randomly running into 3 upgrades in a row or running into Evil as room 2 you go into.
Speed upgrade would be nice, kind of feels like rooms too small + Nuro too big and slow, boss fight feels a bit unfair/clunky.
And I think once all enemies are defeated, you shouldn't be able to take any damage in that room anymore, but eh.
Managed to beat Evil only once I had some many cooldown upgrades that it had no cooldown anymore lmao
Cool game
PS: I seem to have bugged the boss fight lol. I think I died but then still spawned in the intro room with boss music with 1 heart and my upgrades, but am alone and can't go through the door :3
Not sure why this has msg board instead of letting me leave a comment lol
Cool game, I like the look of it.
It stresses me out that the camera is so close and that walking in any direction puts Nwero closer to the edge of the screen so you don't see what you're walking towards, maybe nurru needs some glasses idk
I won and then I also lost in the same run :3
It's a bit unfortunate that I have no control over when and where the bone hurting juice lands and that it hurts the artificial child. I did a sudoku.
Huh. Actually more interesting than it seems at first glance. The first level doesn't quite communicate the fact that each level will have a puzzle-like starting configuration of blocks.
I should also say I suck quite badly at Tetris. Some levels have taken me a while.
Feels to me like the initial piece(s) you drop should be preset based on the level, it seems very luck based otherwise? I solved level 4 in one drop on the first try just by getting lucky and I imagine you could just drop every bad tile on the left still to get out easily...
Which brings me to, shouldn't hitting the "stability" ceiling incur a penalty? Maybe hurt stability (hazard bar I guess) even more based on how many blocks get deleted by it... otherwise I can just make a clean tower to one side and then just sacrifice pieces to the void if I don't want them :33
On lvl 8 and 9 I've noticed that things kinda get easier by letting the hazard bar drop lower. I think at the very least the new pieces should drop closer to the hazard ceiling rather than the top of the screen. I also feel like it should still reward single line clears somehow because when I'm getting close to losing I just end up pushing Neuro into the ceiling even while clearing lines?... idk
Lvl 9 is trivial if you just leave the right side open and push Neuro up to the top of the [redacted] in a way that she can walk off.
Maybe powerups or items would be cool that could be either collected with line clears that contain some kinda special tile, or by letting nuro walk into items that drop somehow. You probably had plenty of cool ideas that didn't make it into the jam tho lol
Took me a while, but beating all uhhh 10 levels totally worth it yeah mhm heart
I did indeed spend more time playing this and writing this than you'd think. meow?
PS: Also I literally didn't use jump ever lol lmao because either I have Nuru at the global minimum she can be at anyways or I end up bumping her into blocks and wasting the jump or whatever