Looks nice, sounds nice, but the gameplay doesn't have a lot of depth. Otherwise a neat, interesting game.
Automatree
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Fits the concept pretty well. The level with the saws provides a bit too much time pressure for not-devs, especially with the (intentionally) clunky air controls. Died at least half a dozen times just getting the rocket part stuck on an edge, losing the treads and being unable to move. Except for some of those frustrations, a pretty decent puzzle game.
Yeah, the enemies were supposed to function like limited collectibles, although I don't know why you lost DNA upon death... I'll have to look into that. The intended level design was gonna have light puzzle-like elements where in order to find all 10 of the last creature (which didn't make it into the game outside of pressing U to Unlock all the player part), you'd need to use specific combinations to get to each place they were hiding, but I didn't budget enough time for decent level design (which is also why there's at least one inescapable pit I missed until after the submission time).
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Pretty good concept, decent art, I just had an issue where I completed steps in the wrong order and the game soft-locked (room 2, fixed the wires first before placing the box on the button and getting the batteries to the right place) First room should probably also tell players which tool is relevant for picking up boxes (like how later rooms have names for the tool that's currently useful)
It's sometimes difficult to tell which character is "in control" unless you're moving, and, because the only obstacle the ghost can't pass through is the button and door (which the inactive boy can use) I found myself only using the ghost and switching with E. A decent short game, keep up the good work!
Models looked nice (congrats on making all that during the jam), but actual gameplay was pretty lackluster. Objects aren't bound to a 2d plane, so assymetric forces (like the player's steps) can knock the objects outside of the 2d plane the player is on. The player can't jump, so they have to rely on placing boards for ramps, and precise placement of objects is a bit finnicky and difficult. Menu looks nice, and I'm assuming whatever story there is is OK too, but was not able to get very far into the game because of the physics.
Breeding probably needs a bit of balance- with three rounds between each fight to breed, it's too easy to get a killing machine. Maybe reduce it to one round for each fight, or make it possible for the player to lose their prize snail- either when they win, or possibly have the winning snail be "freed".