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boaz4

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A member registered Jun 06, 2020 · View creator page →

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Outlines might help! Although I do not know if there is much that will help with a too-large overload of shapes. Maybe giving shapes colors could also work, having the different colors blend together?

The puzzles were cute!

I am curious - as these are optimization puzzles - how did you go about making sure the solutions you require are optimal? Would the game allow you to complete the puzzle if you somehow used less than the amount of pixels requested?

Wow that’s a lot of polish! I had a great time with the art.

I noticed that in the late-game levels, shapes overlap each other quite a lot (and in the last few levels, completely), making it uncomfortable to tell what the target sizes are.

I rather liked the challenge of fitting my cursor to the shape - just not the challenge of figuring out which shape belongs to which.

The gameplay reminded me a * lot * of the “Pose Mii” minigame from “Wii Play”. So there was nostalgia in it for me as well. :)

Ah! I almost got it, then. But having the details in front of me instead of guessing them really helped clear my mind for solving the puzzles. Ideally I’d want puzzles that make the rules clear on their own, instead of having them explained through text - but the rules here are a bit technical, and I can’t seem to think of what sort of gameplay would help me understand what I missed. Tough game.

I went back to the game (luckily it remembered I was at Hivemind) and finished the rest of the levels. :) Thanks for explaining what I missed!

Gosh I love Sokobans!

I’ll admit the rules felt like they could be clearer: I got all the way up to Hivemind before I stopped - and although my intuition for what works is getting better, I feel like I am expected to have understood more concrete rules by now.

I was amused at how quickly puzzles turned from Sokoban classics into counting object amounts and figuring out parity issues.

If you’d be so kind as to maybe tell a little more about what sort of functionality from each object type gets merged, I’d be more than willing to give this another go!

Yeesh. I totally lost track of time exploring every nook and cranny. This is precisely the sort of game belonging to my niche - very glad I got to try it.

The art and story were very on point, and the music had leitmotifs that were very easy to follow. No complaints at all.

Haha, I get it, it’s space air hockey.

I tried playing a couple times, but kept getting lost a few rooms in (the blue-ish room, you know the one).

The two things that bothered me most:

  1. The camera zoomed in a lot in the hallways, and that made it really difficult for me to see where I was going. A little bit of zooming in is cute (and can be great game juice!) but I felt like it was a bit overdone.
  2. What ended each of my playthroughs is - I think - that the ball got so big it clipped out of the screen. Is this what you meant by “it will explode”? Because it didn’t feel very intentional. Mainly, I felt a bit confused, since the game hadn’t ended - so I could not tell if I had lost the ball forever, or if wandering around enough might result in finding it again.

What I loved:

  1. The music! It was really calming, and fit the space-y vibes. Honestly this was most of what kept me wanting to play for a minute longer, even after the ball exploded.
  2. The lil’ scribbles in the background! Exploring a new area and finding scribbles I haven’t seen yet felt very rewarding.
  3. Although I had trouble actually playing the game, I did very much like the gameplay premise. I’d never have guessed that you could make an exploration-based game out of Pong. (and I love air hockey; because who doesn’t).

Playing this game was thrilling!

It felt odd to me that to add knife pieces on, I could pick whether to click or drag them - but to take them off, there is only an option to drag. (Especially since in the late game, dragging becomes quite a hassle).

The artwork is especially charming, and I felt it fit nicely with the sound direction. Although it is true that you did not create any of the audio assets, the fact that they worked well with each other is great in itself.

In your game page you wrote:

but this is as far as I can go as my first jam + solo But for your first jam, this is insane!

The gameplay def could be sharpened up quite a bit, but don’t we all know how hard it is to make a game alone and in two days.

I very much enjoyed all the cutscenes, breaks between levels, and surprises popping up in each level. My favorite games are the ones where you can tell the person who made the game knows precisely what emotions they want the player to feel. And this is one of those.

Hope to see you in another jam!

Whaaat, that was crazy! I honestly was a little bit less of a fan of the puzzles themselves - I felt as though there was a lot of potential with the mechanics that was missed out on. But the way the puzzle elements were presented, and the way the little people would walk around the screen kept me captivated for the entire run. Loved it!

My favorite bit was watching the mouse move all the way to the bottom corner and have the taskbar pop up. Very well executed animation. :)

The Narration was pretty funny to listen to - and it shows how much care you put into making the little details in each of the cutscenes. I had a great good few minutes. Thanks for the game!

I played for quite a while, haha.

Here’s a screenshot of my best round:

https://img.itch.zone/aW1nLzEyNzY1NzE2LnBuZw==/original/8RHO9y.png

(I’m not embedding it in the comment to avoid giving people spoilers)

Once I found out I could do that, the different level layouts didn’t affect my playing style so much.