Fun dodge-em-up. Agreed with previous commenters that the lack of feedback of when the change was coming and then what the change was made it kind of frustrating to play at times. If you keep building it out, look to Just Shapes and Beats for ways to make the gameplay more dynamic and juicy.
baltergeist
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I like the concept, really fun way of turning a platformer into a puzzler. If you build it out further, really take to heart the idea of a "catch" where the obvious answer is to do "X" but "Y" prevents you from doing that.
As the music composer for my team's game, I selfishly agree that a simple soundtrack would make a huge difference in the presentation. Think about what the "story" or the "lore" of the game is. Who is the player? Who is the character? What is the reason for the mechanic? That can give you a lot for a composer to work with in terms of tone of the game and musical themes.
Definitely hope you do build it out though because I agree with the commenters, this could make a great mobile game.
I liked the idea quite a bit once I figured out what was actually happening. Throwing stuff as the astronaut was also really cool. Not really knowing which direction I was supposed to go made it kind of frustrating to deal with. Maybe an arrow pointing to your next objective if you build this out more?
Note for players with epilepsy or similar conditions: This game contains multiple sequences of rapidly changing colors and brightness.
Really like the idea here. I think it's super creative and definitely fits the theme. Never made it to the end. I just couldn't quite make one of the jumps, maybe the game could be a bit more forgiving? I definitely like how this can make each movement an interesting puzzle, but I don't want to be fighting the game and my own awful skills :P
Note for players with epilepsy or related conditions: The first screen in this game has a lot of flashing lights with rapidly changing colors.
I really like the concept and the extra presentation you put in really made a big difference. The main issue with the randomized control scheme was just that certain configurations were utterly impossible to play with two people without both of them contorting their hands so much that it became extremely uncomfortable. One player shooting for the other (or maybe even moving for them?) was a fun idea though.
I really liked the two "modes" of planning your strike and hiding. I wish the game ramped up in difficulty a little slower? Like, more townspeople initially and then, as you've consumed more and more people, more guards showing up.
Some form of interaction during the hiding phase would be good too, if you build this out further. Not sure what, but maybe some way of distracting the guards?
The idea is really clever...I think. It took me a long time to figure out what was happening though and honestly I'm still not sure I really understood it. I think mostly because the game doesn't really communicate much to the player in terms of what the goal is or how your actions are changing it. Maybe in terms of losing control of who you lash out at, having non-enemy characters who could potentially get hurt by your anger, and it gets harder to avoid it the less control you have?
NOTE FOR PEOPLE WITH EPILEPSY OR SIMILAR: There is a bugged state where the screen shakes and objects duplicate wildly. Be aware if those things cause problems for you.
The "losing moves" as you take damage/shoot grenades is really clever. I just wish there were more keys to pick up. I got into a very unfortunate situation a couple of times where I didn't have grenades and there weren't any keys I could find, making me pretty much out of luck.
As I mentioned in the note, there was the bugged state where all of a sudden I would have no keys and the screen would start going mental, duplicating objects and shaking like crazy. A quick refresh fixed it, so not a huge deal but I wanted to be sure to leave a note for those kind of things
This was clever and fun and I think has a lot of potential. If you decide to go further with this, really take to heart the idea of a "catch" in the puzzle. Where the obvious and easy solution would be to do "X" but "Y" prevents you from doing so. Having an "undo" button would also be really helpful.
A little bit of audio and maybe arrow icons for each of the movements would also go a long way in terms of instant readability.
I had a blast playing this even if I was really bad at it. The switching between moving and shooting was really effective as a way of constantly making you think 2-3 moves ahead. Only feedback I have as far as improvement goes is maybe making the "timer" on the bottom of the screen larger and near the middle of the screen so it's really noticeable? Once I finally saw it, I was able to actually plan my movement patterns and that made the game work really well.
Nice job!
Really, really cool idea for a puzzle game. I'd love to see this get polished up with a win condition and multiple levels.
Maybe the goal is to make it so the cars can visit every apartment building? And then levels would be a matter of changing the amount of buildings and changing their layout.
This has a ton of potential.
Totally get that the challenge is how long you can hold the spacebar, but it makes it kind of inaccessible for certain machines or, potentially for people with certain motor disabilities. The lack of variety is a factor there too. If you go further with it, maybe have it be kind of a "simon says" type thing? So the button you have to hold/release changes periodically?
Great idea and fun puzzles! I just wish there was an "undo" as opposed to restart, because it did get somewhat frustrating to get so late into a level, realize I made a misclick and have to completely start over.
Agreed with the previous comment on the keeping controls from the previous room. It deadlocked me a couple of times because I didn't know what the upcoming levels would be and I went about things in an odd way.