Yeah, I didn't get that far into prototyping on this one, but thanks for checking it out! Was trying out Twine, but ended up trying some other development engines after this.
Corey Willis
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I think that raised my blood pressure a little there, and also made brought back some childhood PTSD from working on our family computer. lol Super simple, but fun idea! I was expecting a little more of a ramp of difficulty at the end and it actually kind of slowed down. It would make it so there's more of a curve so it's much more difficult at the end of it. If you had more time, different window size, exit button placement would also vary the interact as well. Great job!
I'm honestly in love with the tone and style. Almost felt like early skater vibes, but with kind of a creepy, NIN undertone to them. I could see it going either way.
As far as the gameplay mechanics, I like the idea of connecting nodes to bring them to specific values, but I was expecting more to be layered on such as these symbols multiple, these divide, etc so you could move between nodes to get the numbers you need or something along those lines. I recommend that you play some puzzles games like SpaceChem for inspiration on what you can do with simple look puzzles that turn complex quickly.
Honestly this feels like the start of a game where you layer more of these mechanics, and add in a subtle story throughout it that's either chill or creepy. Haha. Like I said, I could see it going either way with the vibes of it.
Cute puzzle platformer with fun music! I would make a small adjustment where the clock only starts ticking after your first jump from safety so that you don't have to wait for the timer to cycle before you start moving. I like to look at the obstacles ahead before progressing and this slowed things down as I had to wait for it to countdown again before replaying a section.
Interesting concept, but it's pretty confusing to figure out how to control the game and the UI is a little confusing as to which items you have enough points to spend on. Once it all starts to make sense, it's a decent clicker (or webber, if you will) game. There's no sense of an end goal and since there are no numbers that just don't keep going up, there's no real go or object that I could find. I did manage to make this monstrosity though. Haha.
I really liked this game! I think you had just enough interaction to keep the player invested in the story. I gave my character a gross name that actually ended up fitting pretty well with the character. lol My only feedback would be to have more visual breakup for backgrounds. Such as having multiple backgrounds for each room, maybe a slightly different perspective, just to break it up a little bit since the visual and interaction side is more minimal by nature.
I really like the visuals of going down through layers of fossils and different minerals and rocks. It makes for an interesting look. I did find the character movement to be very distracting as it was not smooth at all. That should be the part the feels and looks the best compared to everything else. It was also strange that the game just starts, you hit something because you even have a chance to start inputting and are immediately in easy mode until you relaunch the game. Haha. Some fun ideas that could be polished into something really cool.
I love the atmosphere of the game and the idea of a hacking horror game, but interfacing with the computer and inputs, in general, was too frustrating/not intuitive. Generally, games like this would just have you press enter to auto-complete the command, not making you copy a command out by hand. In my opinion, having the player type out of the command is only a good mechanic if there's actually a syntax they are learning and there's a puzzle mechanic around learning the way to enter the command, not just copying what the text tells you to type.
I love the visual and sound design of this game! The music cloud platforming mechanic is interesting, but I think it needs some tuning. Such as, when you fail, you respawn, but the wave pattern doesn't start over with you so you have to sit there waiting for the sequence to roll back over because you can try the level again. Overall, really cool idea with awesome visuals.
The concept here is great, but I don't think the scoring is actually working. No matter what I do, including glitching into the ceiling so they climb as high as possible, the score is still 0. I think what would actually help a lot is having a 75/25 split between physics objects and non-movable objects. That would make it more of a platforming game where you need to jump as high as possible. Because all of the objects are physics-based, they fly around randomly and don't let you stand on them for more than a second or two before the spiders go up that high. Here's what it looked like when I glitched the game. Haha.
Endless games are fun because you can work to up your high score. In this case, I think adding bombs you have to avoid while webbing or other objects as you get past specific number thresholds would have made it more engaging. There's not enough challenge to keep you pushing further as it is right now since it's the same blocks coming down with no challenge.
It takes a bit to get used to all of the different buttons you need to utilize, but once it clicks, it's really fun! I think the only weird thing is that the AI for the choppers is a little off when they first come in where they swing wildly off the screen when they first try to target you. They seem to slowly decelerate until they are next to you.