This game ruled. Full of charm, I love the background music -- super chill but also a little bit unsettling. Would love to play a longer version of this!
creativealchemy
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You really pulled off that unsettling feeling of being trapped! Loved how you tackled the limitation in a creative way. You did a great job establishing the atmosphere with the music, sound effects, and lighting. Using a first person perspective camera definitely helps with the fear factor. I think I may be bad at this genre as I wasn't able to kill a spider. Otherwise, awesome job!
Wow, this game was epic! This might be my favorite game of the jam!! This game oozes with charm from the intro crawl, to the sound effects, to the music that plays when the simulation begins. You tackled the theme and limitation perfectly. I laughed that the hero was still petrified in the end. Really amazing job! You both should be proud.
This game is so charming! The art style is so unique and well done! I like the idea of using the yoyo to propel you forward (feels sort of like Spider-Man in a way). It took me a bit of time to get used to the momentum, and the parts where you need to move only slightly diagonally but high vertically were a bit tricky, but I think I was able to get it with enough practice. Overall, very good job!
I love that you chose squares to represent the enemies. It makes pushing them more satisfying because you see how it affects their rotation and momentum. I think it would be cool if the difficulty changed a little more dramatically and quicker over a period of time. Otherwise, this is an awesome submission. Great job!
Nice work! You came up with an idea that fit perfectly with the theme and limitation. I think a small addition that would be neat is if there was some kind of anticipation animation before the connections disappear (something like the lines quickly flashing before they disappear). Otherwise, it's extremely impressive that you made this in 8 hours! Very well done!
Nice job! I had fun switching between the two robots and placing the block and magnets to move them around. I think a minor tweak that might help is if the click targets for the magnets and blocks were a bit larger. I was able to get through it once I figured out you can restart a level by pressing R. Otherwise, well done!
I love the cheeky dialogue! Really smart writing and premise. It was delightful a surprise when the squid showed up haha. My reflexes could definitely be better, but I think it would be neat if you could reroute planes by clicking on them and then clicking the diversion point (I found myself not rerouting fast enough with the current way). Other than that, this was an awesome game with a lot of character! Well done
Hi Sm09! I get this error when trying to run the game:
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It might be because I'm running Windows in Parallels on MacOS, so feel free to ignore. However, I imagine some users may not have windows installed on their C drive, so it might still be worth looking into. Hope this helps somewhat!
Edit: Disregard, it looks like it was user error on my part.
It almost felt like I was making some trick shots in basketball. You both did a good job of increasing the difficulty and including elements gradually. I hadn't realized at first that I could interact with a few elements (such as changing the direction of the conveyor belt, or clicking on the portals), so it might be cool if you added some kind of visual indicator of things that are interactive like hover states or perhaps a subtle flashing border. Besides that, it was a lot of fun to play. Nice job!
This game is so relaxing. It feels so satisfying to see all the roots expand and watch the tree grow. I think it would be really neat if you could scroll up and see how tall the tree has grown. There was a moment where when I misunderstood how the roots expand and misinterpreted the jiggling dotted line as a graphical bug (if you hover over the same point for a long time). I realized that the line follows where the mouse is, and you can even cause it to go around rocks which was a cool discovery!
Lovely game with a beautiful aesthetic. Awesome job all around!
Akimaya! Fantastic job! The art style is so charming, and I love the idea of how this game forces you to multi-task, splitting your attention between the top screen counting sheep and the bottom screen warding away the nightmares. It also is a very clever way of working with the theme and limitation.
Brilliant way to address the theme and limitation!! I also love how intuitive the mechanics are for the different shapes and how natural it is for the player to understand once new shapes appear. I also appreciate that a noise sfx happens when you try to connect two shapes but a different shape obstructs the line. I think it would be helpful if there was also a visual indication that the move isn't possible (for situations where a player may be playing with their sound off). Outside of that minor nitpick, brilliant job!
Thank you Ferhuce! Yes, agreed, I think the positioning of the arrows could be improved to indicate what's the "call" and what's the "response". Also just more movement and dynamism in general would be a huge improvement for our game (success/fail animations, ui animations, some subtle background animations). Thank you for the feedback, it's super helpful!
I personally love the music! Definitely made it more exciting as the levels went on. I also appreciate how the difficulty gradually ramped up with the already connected lines. You did a great job of coming up with a concept that fit both the theme and limitation perfectly. Really cool game, congrats!
This was an awesome concept. Very creative interpretation of the limitation, and the implementation of the gravity is clear and concise. The game mechanics are also communicated in a very straightforward and minimal way. The sound effect when dying also got me good, lol. Love this game, you did a great job!
Love the artstyle! Very charming, including the sound effects. I also do like the mechanic of the lighting turning off after a while (thus needing the torch). In terms of gameplay feel, I think it would be neat if the player bounced off of enemies, just to sell the idea that impact was made. Otherwise, nice work!