oh, awesome!
bastisbastis
Creator of
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Well made game! The mechanics work well and the levels are nice (and quite a few of them!).
I would have wanted the restart of the level to be a bit faster though. Once you know you missed a shot you have to wait for the ball to completely stop moving before it restarts. A restart-button or something would improve the experience.
This is great!
I really liked that you showed the blocks for a while before they dropped down. I was also very happily surprised when I got a powerup for the first time and turned into a dragon! At some point I caught something else that turned the flies into witches - also very cool!
(Det är är jättebra!
Jag gillade att du visade blocken en stund innan de trillade ner. Jag blev också glatt överraskad när jag fick en powerup första gången och blev en drake! Vid ett tillfälle verkade jag fånga något som gjorde flugorna till häxor - också väldigt coolt! )
This is a nice little game. The game loop is really satisfying and makes you want to play 'just one more day'. The upgrades work well (although I think upgrading the food can sometimes be less cost efficiant?). I loved the plant that kept getting knocked over!
During the days there wasn't much to do though. I just placed a food item, a litter box and a bed (and later a toy) and put my cursor over the "accept"-button and clicked it every time a new cat came. When the food or litter box dissapeared I put in a new one.
Thanks for playing and for the kind words!
I had to cut the last level last minute due to some weird bug I didn't have time to solve. Also, I didn't quite have time to balance it all. There is now a downloadable version with some tweaks that should be slightly more challanging.
But I agree, the game needs more work on making the fights more interesting!
Thanks!
If you buy an interval light you only have one of those. So if you place one you have to switch back to the regular "light tool" to go back to toggling the other lights. The interval light should keep working where you placed it.
But as another commenter suggested, that should have been an automatic thing when you run out of interval lights to place.
I enjoyed this one, and played through all the levels. I think the coyote time required jumps is introduced a bit early. If you want coyote time to be a part of the game mechanics and not just a quality of life-thing, you might want to introduce it a bit more to the player.
I liked the jump feel, but had some issues positioning the cube precisely sometimes. Perhaps you could reduce the hitbox so you don't die if a bullet just barely touches you. I think this game would benefit from being slightly more forgiving.
I loved that the level just instantly restarted when I died.
Very well done!
Hehe, I guess there is some work to be do if I were to keep working on this game!
If you end up with a score under a certain threshold on a level you get to play it again until you get a good enough score. Or something like that.
Thanks! And sorry for shortening your life slightly with that stressful experience!
Nice and simple mechanics and the sfx work very well. Especially the Bubble popping sound is very pleasant.
The title screen feels a bit messy, I had a hard time processing the information there (might be because of lack of sleep on my end though). In the game my biggest concern was the Bubble hitboxes. They could be a bit bigger.
Well done!
Very nice little game, it's kind of meditative and makes you focus on the method.
The YES/NO buttons after each round feel like they don't really match the style of the rest of the game graphics wise, and perhaps it would benefit from some music, I'm not sure.
I ran into trouble when there were repeating numbers. I can't think of any way to finish a level with 2 identical numbers without guessing. It would be good if each level could be finished every time given the correct strategy.
It's a very cool aestetic. I would have liked some more information on the stats and actions. What does DEF and MAG do? Is DEF an active ability that just affects the rest of the current battle, or is it also a passive skill that makes you take less damage?
I ran into a couple of bugs. If you end a fight right next to an enemy, you can push that enemy, it doesn't trigger the battle scene until you move away from them.
If you have two enemies right next to each other and approach the closest one at high speed, you first see the name of the first enemy, but it changes into the next one. Probably because the player keeps drifting to the next one.
I really like the super low res graphics, but the buttons and progress bars break that limitation being rounded rectangles. I think I would prefer if they were also low res.
Very well done, I enjoyed it!
The concept is cool, and it looks and feels great to interact with. The point system let's you try over and over again to work your way to finishing a level, which is probably a good thing. That way you don't get stuck. It would be nice to know the par for a level though, to see if I figured out the optimal solution. Often times it felt like most of the blocks went down to 10 a few moves before I finished the levels.
Thank you for the feedback and kind words!
Level 13 should be beatable (20 levels in the game), but I havn't tested the game on all devices so there could be some hidden bug of course.
SPOILER ALERT
To beat the level, first make the block fall to the exit rotate back to the first orientation. Then make the block fall towards you but quickly rotate back. That should slow down the block enough to fall into the hole.
Marcus O'Snail
The gravity-defying snail
https://bastisbastis.itch.io/marcus-o-snail
This a free full puzzle game about Marcus O'Snail, a friendly snail who is abducted by scientists and forced to navigate through mazes all day long.
The game including all assets (music, sound effects, art and code) were all made using only a smart phone. If someone is interested in how it can be done feel free to ask me any questions. I'd be more than happy to share and discuss workflows.
Thanks for the feedback and for playing our game!
The real time idea is great, that sounds like a much more fun game!
I also agree that there isn't much strategy involved, but a little. In the early game it is probably much better to repair targets as soon as they are hit. In the end game it might not be though. If your opponent is close to sinking but have no targets down, you might be better off shooting at them than repairing your boat.
A hidden feature in the game is that you can knock your opponents out, which interrupts their target repairing. They stay knockad out for quite a few turns and if all opponents are knocked out you win. Hitting a pirate with a cannonball isn't easy though.