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cassowary
Creator of
Recent community posts
yes, I am sorry about this! I included a colorblind mode that marks the bugs and the goal tiles (second button from the right at the top), but I realized too late that that mode still makes the target tiles when a bug is selected too difficult to see because they’re indicated by a color change. I’m definitely going to fix this after the jam rating period ends, it’s a big oversight on my part.
Thank you, I’m glad you enjoyed it!
I wanted moving the creatures around to not feel tedious and not be the main focus of the puzzles, so letting the creatures move anywhere they could go seemed like the right move. I think it kind of forced me to make the puzzles more interesting than they would’ve been otherwise, especially the ones with the frog.
Hah, no it wasn’t, it’s just a coincidence, but very astute observation! I think the purpose of the 5/4 here to me is to make the atmosphere feel more “contemplative,” like it’s not driving you to move forward quite as urgently as 4/4 would. Pausing for an extra beat on each chord makes it feel more “patient,” if that makes sense.
I downloaded the “self-hosted” ruffle.js from here, and added the given <script> tag for including that file into the default HTML file that got exported from Flash. Then I included the HTML file as index.html along with the SWF and ruffle.js in a zip file which I uploaded to itch as an HTML5 game. I think it worked just like that.
Yes, this is pretty easy to fix, there’s a constant I need to adjust in the code. It seems like this definitely varies between people – I and others who have tested it didn’t find it super difficult to turn, but other people have really struggled with it, so I will probably adjust this after the Ludum Dare rating period is over.
edit: Now that the Ludum Dare rating period is over, I’ve uploaded a tweaked version where the timeout for ‘just turning’ is a little longer. If people continue to have issues with this, let me know!