I don't usually do this but when I rack up 110 deats and retries under 17 minutes for a jam game, you know it's good :D
benjoesgames
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This was so good! The intro was a bit cringe but the gameplay is amazing. I love how you play with weight and size, like two tiny things can weigh more than one big thing. I was proper invested in getting the guy out of jail. It had some Papers Please vibe to it. Great job! Would've loved to play more.
The visuals and the sounds are neat. The gameplay not so much. The shooting is satisfying but I don't think I understand the difference between the big and the small ship. I feel like there is no use for the big ship because it's slow and the bullets seem to do less damage per second than the small ship.
The idea is interesting, the presentation needs some more refinement. At first I didn't get the theme but then when the dropper level came in, it made sense. It would've been fun to have to fight our way through the maze downwards with the weapon we built, because I like the idea that you build the stage and the weapon at the same time.
Such kind words. Thank you! I'm glad you liked it and I agree with everything you say. The R to toggle was due to the time limitations. I had considered having the switch be automatic, but it would've required some more elegant design (to allow for more than one room to be built per selection) and robust code (with advancement triggers) that I didn't have time for. But maybe in a post-jam version.
Thanks for playing <3
Due to the limited time and team size (1) I missed a couple things. I was going to add a little fade-zoom animation that would help the player see that the tetris mode is where you build the tower and the platformer part is where you move around INSIDE the tetris pieces. You can then build towards the upgrade blocks and find upgrades inside. And I agreee that a bit more tutorial would've been nice. I'll take all of this into consideration if I work some more on it.
Thanks for playing the game <3
Yeah, we do have similar game names :D
The game concept is simple and elegant. I like the idea of tower defense but what you are defending is the tower itself. I had the same problem of working on systems for a long time and then not having enough content. It's a shame. If only we had like a week :P
Overall it's a pretty game with some neat ideas. I wonder if you plan on adding more towers after the jam block lifts?
Loved the game. It's a very nice take on sokoban puzzling and scales. One thing I'd mention is that usually sokoban puzzles show the entire puzzle at once. I like the idea that the bigger you are the more you see, but it led to a bit of frustration that there was an extra phase where you had to discover the puzzle before you can solve it. Also there wasn't much of a tutorialization that explains the block pushing mechanic that is tied to the size, or I just missed it. The idea is great but maybe a bit more of an explanation is needed for it to be obvious. But overall nice presentation and putting 4 pieces into their places back-to-back was very satisfying especially with the neat sound effects.