Well polished and fun game
aaron7eleven
Creator of
Recent community posts
I love the game idea of you being the task and resource manager. It's slick.
It would be nice have to something else to do that is more actively engaging along with loading the RAM and closing tasks as the popped up. I found myself sitting and waiting for the available RAM to go up.
It's fun seeing the level load over time as you fill the RAM. Like to see where you could take this!
Good game!
Super solid game! Simple mechanics. Easy to learn. Enough variety to give a challenge and time to master them.
Fun and child-like presentation works well. Controls the car is easy and fun to see it drifting around.
Only bit of feedback I have is more info on when bugs are going to move and when and where they spawn.
Other than that, awesome job!
Short and sweet. Love to see more levels.
Camera need some polishing.
It would be nice to add a delay when the level loads and ball getting hit or let player trigger hitting the ball. Need time to re-orientate yourself and figure where you need to go. See this game as more of a puzzle game than a speed running challenge.
Speed boost added a good variety.
Solid use of theme for a good game!
Good game! Simple concept and good variety.
Interesting idea to switch more than just shape.
I would liked to see a way to use UI and reset without mouse. Slightly cumbersome to jump between mouse and keyboard to restart when the game require two hands on the keyboard.
Good feedback when going into a new area.
Interesting decision to increase speed while untransformed. Brings risk-reward scenario into play.
Good Job!
Fun game. Got a couple and then wrong answers from there on😜.
I like the glass mechanic. Don't really see a need look at board when desk has questions and answers.
Camera and glasses input felt laggy.
Would be nice to have a hint and/or a second chance to guess. I do also think there is a miss opportunity for not telling the right answer or giving a letter grade at the end for how I did.
Solid game!
Hello iceboyarch,
Thank you for kind words. That's excellent advice! *tip hat* Now, that you mention it, it feels more like a tech demo or slice of a game. I would definitely see it being more of a puzzle game for the same reason you mentioned in the future.
I found it fascinating to uncover "micro loops" and where the AI player natural tended towards. I also found it interesting that adding or remove a wall could dramatically alter the game and AI's behavior.
I've made an impenetrable fortress with a growing goblin army and steady stream of passive income. A dungeon masters dream.
Really fun game. Hard to get the ball rolling and get strategy right. Once you do, its fun, comical and feel powerful. The balance could use some tweaking.
More enemies would be nice. Same with allies and traps.
Adding a hotkey for placing and buying trap/goblin would good too.
Overall, great game!
The atmosphere, idea, and visuals all top notch.
The camera could use some work with navigating around environment.
More feedback about the range and distance of the lights would be nice. Mostly guess and check for how far I could move around them. Kept stumbling into the backside of the light and respawning without realizing what was happening.
A count of how many character you need to talk to would be nice.
Adding boundary is necessary in my book (pun intended). Without it and/or a count, I didn't know if I needed to keep moving to find someone. The game let me so that leaves possibility that something could be out there when in reality there isn't.
The way you move through the book and around is awesome.
Amazing job!
Hello yumaikas,
Thanks for playing and for the feedback. I had many ideas I wanted to add to give it more content and depth. I ran out of time. 🥲
I like your idea of starting from different parts of the maze. I think it would go well with some of mine such as:
- Rescue and guide people to exit
- Get power ups to vary up gameplay (like speed player)
- Solve puzzles (like key to chest or buttons to unlock doors)
- Battle royal-style enclosing circle to add a time pressure
- Enemies to avoid or defeat
- Bigger and random generated mazes
Amazing demo. Mood, atmosphere, world building and narrative are all top notch. I didn't get to finish a run yet. When the control node got damaged and it needed to be repaired, I didn't know where to find the minerals to fix it. I found them earlier in the run. Unsure where they were stored.. When went to interact with each of the nodes, nothing appeared to happening. You got me hooked though and want to finish to see what's beyond the gate. I enjoyed having waypoints and exploring. It was exciting not knowing what I was going to find.
A couple things I could see improvements on.
Tutorial
I would like more guidance. I didn't quite get the split mechanic yet and probably missed a few more things. I could see a "control panel" on the ship with "tutorial" of current task, what the player to do and reminder of the control would being useful here.
Enemies
Love the art and effects. Attack is simple and the point. One thing could be improved was that they
overlap with each other. Looses it's immersion and "danger" when they are clumped up.
Weapon
Two small nit-picky items.
First is knowing where you shooting. You start the beam and adjust your aim accordingly. Having a cursor or something would be nice.
Second, if you turn on beam, turn off beam, move mouse (say down), and turn on beam again, the beam starts in previous position and moves/rotates to the new one. I don't think that give the intended effect of the weapon, I would expect it to be snappy and powerful. It makes it feely sluggish by needing to "wait" for the beam to point to where I want. Adds an unneeded delay. The worst case would be a full 180 by, for example, aiming on right and quickly switching over to the left. I have to wait for the weapon to get there.
Once it hits the target, it's very satisfying.
Sound Fx are really good for everything and can't wait to see more. Great Job!
Thank you PracticalNPC for the kind words!
I wish I could have made more levels.😜
A restart is a good idea. FYI, I left my debug code in for navigating the levels using left and right to go backwards and forwards. Like you mentioned, I ran out of time to put those instructions in game. 😥
Thanks for playing for it three times!😍
Hello SmartAIGames,
Thank you for the honest feedback.
Yes, the game doesn't "care" if "win" or "lose".
I am aware the mouse controls are finnicky ,to say the least, because how I design it. They requires the mouse to be points at the ground and control logic for belt placement is off (see known issues). It's that what you when mean by "not good"?
Noted about the camera.
The timer is feedback for when to expect the packages and when belts need to be set up by to "win".
Thanks again,
Aaron
Awesome game! Art and color scheme is lovely. Gameplay is fun. Great balance between keeping the train speed and fighting. The "bullet hell" side didn't feel unfair. Challenging enough while still being manageable. Having a cursor to aim would be nice and a sound and visual effect when helicopter perish would be nice. Great game with an awesome name!