Numbers can be seen as the countdown at the bottom.
- (horizontal line) is a zero. The dots are added at top-left, bottom-left, top-right, bottom-right, top-center, bottom-center, for numbers 1~6, then the dots are erased and a single one right in the middle of the line is number 7, then dots added at top-center and bottom-center for 8 and 9
BrunoSupremo
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Thanks, it worked. Makes sense as it is the second stage, i thought it was just out of order and it would be a "high level" stage, after the last ice stage.
If you are adding content to early game, does it that mean we will get more on existing stages? The Xelda stage have some arrow item in it that lead to no result, there is only the green and red jewel scenes
Once you start getting repeated messages, you need some way to skip it. Usually a click on the message will complete it and show the buttons instantly instead of having to wait for the character to appear.
I unplugged him, I think it is the only way, unless there is something else with the fence and wind, so far I didn't find an use for those.
Yeah... this fractal, done in an engine (which bloats the game with a bunch of unnecessary stuff) and into html, really kills the performance. Maybe other less intensive fractals would be better.
Edit: oh, sounds would be nice too a bgm or just response to changes. And I think the game crashed my chrome lol Once I sent this comment (before the edit) it froze and kept that way for a couple minutes, i had to kill it lol
Bumping into humans raises the clean levels to max. Seems like you always start with 2 right next to you so it is easy to finish it.
In the dream, i was able to fall off of the platform (i thought it was just a different colored floor) and the stage never finished. Restarted and it seems like you need to die to leave it (maybe add a time or human count limit instead)
The ui could change on gameplay, no need for health in cleaning mode, no need for charge or cleaning in attack mode. Maybe it could be condensed, health and charge be the same bar, and cleaning and a new "bullet amount" the other bar
Needs some sounds.
And it is always nice to see people trying their own art, but I think it could be improved a little, it has a mspaint feel to it. I guess making it more pixelated/square would solve that.
It would be interesting to see some limits to the use of the commands, maybe make it all free at first, but once you start over you get to complete the levels using 1 less block then before, or something like that
At first it seems like catching the butterflies will be hard, but once you master the controls, it is the boxes work that defeat you lol Got 22 butterflies and 57 boxes, defeat by losing the job.
You have some kind of border/frame around your game, it would be interesting to see it shrink as you lose the will to live (maybe a little to dark... )
Maybe the box work could be easier (replenish more) and then change the butterflies to be harder as that was the more interesting part of the game. Maybe multiple butterflies at once if that was the case.
Oh, and sounds. It would feel nice to have some for the boosters or collecting butterflies
Seems like all the other comments mentioned what I would say.
A small bug, if you hug a wall, you can shoot through it as the bullet is spawned far from the character.
For the difficult, it would be interesting to have a little less health. And for recovering health, return only half way to 100% (if near to 0%, get 50%, if at around 80, go to 90%) I think it would give that feeling of just delaying the certain defeat (better when used with high-scores)
I think the immediate next path should be more visible compared to the rest/end of their path lines, like a bold line until their first target build and then after that just a thin line. It was hard to see their path when lines crossed. Maybe even hint the build they want to go so it is easier to find, as with the limitation they all blend too much it is hard to see which is which.
Not much a fan of the dogde gameplay on the right, but definitely worth for the second part when we get the dynamic split screen and reunite both characters.
The exploration on the left side was a little hard because of the camera angle. I realized later that I didn't need to explore, as everything was on the roads, but such a scenery was asking for it.
Wow, that was cool, and hard lol I failed at first. When the first game started, I missed a bunch of notes because i simple didn't noticed that the game was already on (I know, silly me). So maybe a call to action there at the start would be good.
The boss battle got me unprepared with all the notes and super speed lol (I kinda cheated though, spamming keys as there was no punishment for wrong notes)
Maybe add a small punishment for wrong notes would be cool too.
Oh, and the music was super loud, but you had volume controls! I think it is the only game in the jam with volume options, it is really useful.
Really interesting, A bit hard, would be better to have one or two intermediate levels before those two last hard ones. After the thx for playing level, the game just loops right? Because after completing it and seem the first level again I stopped so I'm not sure if I'm missing other stuff later on.
An undo command would help too I think