Thanks for playing!
The aesthetics and the feel were my major point. What I wanted to include is some cutscenes, which would bring even more spirit, but I wouldn't have made it in time.
Very slow for a Tetris game. On the other hand, it was pretty relaxing thanks to that tempo, cloudy background, and a very zen music. Questionable when it comes to attention split between Q/W and 1/2/3, which are too close together. I played through it until 1340 points.
Sad for the glitches, as my pieces stuck out the right edge, but good job on pulling it off. Tetris mechanic is a programmer's hurdle.
Hey, I've encountered a wild softlock when playing Roll vs Wily Machine attempting a basic weapon only run.
I remember I entered Wily fight, defeated the machine with the broom and the game softlocked, leaving just the big skull part on the screen and nothing else. Game was not reacting to my input.
(I dunno if it's relevant, but I remember I also paused and unpaused once before the fight)
Settings: Difficulty hard, infinite lives, disabled boss intros, default the rest.
Besides, is Roll's buster shot riffle lower than Megaman's? Because my friend reported that hitting phase 2's weak point was way harder as Roll.
To be honest, the sounds especially during the view change can be a bit tedious, nevertheless I can't get enough of how well designed this game is.
My favorite thing is the multiple use of the face, as person, as passport, as wanted poster, all playing around the LCD limitations.
Not to mention all the iconic elements from the original game. Even the passports from different nationalities have varied emblems.
Mentioning Final Fantasy is as meta as the game itself.
First of all, I think you should include some epilepsy warning. It had no dramatic effect on me, but I can imagine people having problems with it. Only the skulls gave me a terrifying jumpscares.
I like the mechanical simplicity of the gameplay. You move on a grid, some tiles teleport you, some tiles change if you use an item next to them, some tiles make a dialogue appear, sometimes several depending on the held item. For me this is very adorable.
The visuals are lovely. Pixelart looks very good, and areas have distinct aesthetics. Character style and animation is very reminiscent of Final Fantasy on NES. There is only one melody, but its slightly varying arrangement makes a fine background for the adventure.
The puzzles were a joy to solve. World exploring has numerous obvious references to the first Legend of Zelda. Clues you gain from signs and NPCs are clear and useful, however it is sometimes possible to get a solution by chance before seeing the clue.
The titular Meta element is very striking. It raises a topic I like to think about from time to time. Personally, I didn't like the conclusion, nevertheless I find it rather good.
What a charming survival horror.
By the first glance, this game reminded me Emoji Simulator by NCase, or Tiny Islands by David King. Indeed it has a lot of cellular automaton vibe.
On the complimentary side, I really enjoyed the minimalist aesthetics and economical with variables. Tiles evolve in mostly scripted manner which allows for quick understanding and intentionality.
It was also thrilling when the lightnings stroke and turned the gameplay upside down.
On the feedback side, I wish you followed the example of the latter and explained how some mechanics work, like which house will be occupied after reproduction, or how soil fertility will change based on surrounding tiles, or when will the wildfires start and which tiles will set on fire.
Overall, it's a pretty simple, very fun and addicting game.
Fantastic game over the Sokoban formula.
The aesthetics work really well to enjoy the game much more with the cute bouncy graphics, calm music, and snappy movement.
My only wish would be for more possibility space. Solutions were often about doing the only possible thing. Like Hanoi Towers. In that manner, I respect very much level 16. This one stumped me like none other.
Overall, GG!