Nice game! The relaxing soundtrack strangely enough complements the hectic gameplay really well.
BionicLifeform
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Thanks for your comment and for playing my game! I know it's quite buggy, but I haven't been able to make it crash... I'm curious what would cause that.
I agree in hindsight that dots would've been nicer (maybe even easier) to implement than a number. I've seen some games similar to this one that also used different colors per number as another visual queue, which I think was a nice touch.
Some kind of power-up or power-down system is a nice idea as well! I want to work on it a little more when the jam is done, so perhaps I can add some of those in there :)
Nice idea. I like the random changes to your and the enemy variables. Perhaps a smaller 'range' of randomness (or a maximum change that can happen at once) would benefit the gameplay better.
Also, the level design is hindering the player since you cannot jump through the platform from below and you cannot jump to the left platform from the lower ones, forcing you only to the right platforms.
I like the background and monster art!
Well done overall!
Very nice game idea and execution. Looks and sound is also great.
I wish the blocks couldn't fall off the level (and/or die by other means), or at least that it wouldn't reset the entire level. Resetting after many movements just because I fall into a hole that's positioned behind a wall is too much of a slap in the face.
Overall a very good game.
I had a hell of a time trying to figure out how stuff worked or how to even get a character to move for the first time. Please, write a tutorial, even if just in the description of the game! People may review it negatively since they don't know what to do.
Sadly, I ran into a gamebreaking bug where I had movement left on a character but couldnt move him anymore. So I got stuck without being able to end the turn. Perhaps the chicken tiles are a bit wonky? I didn't get them to work and got stuck on one of those, so perhaps something there.
Also, a funny bug is that you can upgrade in the start menu. Just click on the left side of the screen at the height of a character and you can upgrade before the game even starts (it's a gamble though since it can crash).
Perhaps I've sounded pretty negative here, but please don't misunderstand. I really like this game, if you polish it up a bit and expand on the idea I would definitely buy it.
Great stuff! The movement felt smooth and the mechanics are self-explanatory (also nice tutorial! Learn by doing).
Personally, I'm not a fan of 'softlocking' a level, even though there is a reset button it sometimes made me feel there is just a few set-in-stone steps I need to take. Which in essence is true of course... it just feels more like cracking a code (moon-logic in point-and-clicks) than solving a puzzle. Being able to trigger magnet gates without a magnet, or have a path around it, would probably help negate this feeling.
A small bug I found is that in the HUB world, the level reset sprite grows infinitely when holding Ctrl. Easy to fix with e.g. a Mathf.Clamp() on the Sprite transform.localScale, or block the action when in the HUB world.
Looking forward to play more of this!