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Dan D

15
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A member registered Aug 17, 2024 · View creator page →

Creator of

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You cannot move by your own accord in that area ;)

Thanks for the feedback! Regarding the robots, they need to be powered to be charged up, but they can be uncharged at any time. If you uncharge them when they aren't connected to power, you won't be able to turn them back on.

Cool game! It's a solid puzzle system that you explored in numerous cool ways, and it really fits with the theme.

My suggestions to quickly tweak and improve the game would be some simple sounds/music (can be royalty free to start) and a GUI element or prompt that indicates the ability to reset with the R key.

Thanks! I'd like to add many more levels, a light narrative and polish, though I am skeptical about adding a map. It'd be hard to communicate the structure that way, and it would break the puzzles to allow for fast travel. I'll think about it though.

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Yes, thanks for posting this, I went and tried and I have gotten up there. I am not sure what it means though... Something something ocean symbolizes freedom. I have posted a picture below the gap, which you can use as a hint for how to do it if you want. It looks like you'd be able to get an even more interesting result if you could do it while flipped, but I do not think it is possible.

(also, to the dev: I encountered a weird bug while messing around with trying to do this in different ways, where it started going instantly to credits after entering the portal. Eventually it seemed to fix itself though.)

(SPOILER GAP)

















Thanks for playing! I agree, I didn't have much time to make levels or tutorials, so best I could come up with was a level that looks like a mouse pointer. My initial intention was for players to not know the mouse could click blocks at first, and then reveal it later, adding a new layer of depth to earlier levels, but didn't have time, so it's more just an underexplained mechanic.

It's a creative idea and it's fun to look for the best planets. It'd be nice if there was a clear reason to be trying to get lots of money, or a lose condition to try and avoid.

It's a good take on the theme of scales and decently challenging to balance the different resources. The effect where cards are highlighted is a bit slow and cumbersome though, it'd be nice if they rose up faster and went back down faster once you move your mouse off of them.

It's a cool concept, but I think it's a bit slow paced. My game crashed after a bit which isn't ideal.

This game is really impressive! And quite long! I managed to get over 98% on a couple levels, though my big complaint is the controls weren't clear in the heist planning screen, and I never figured out how to rotate objects.

Also, there is a game breaking bug where when a person walks into you, it might get you stuck in the floor. Definitely important to fix that if you don't want people getting stuck and quitting!

Great idea, pretty presentation and solid execution! The take on the theme was really smart. I found that the enemies don't force you to fight them though, since they're slow, so you can win by just running in circles for 10 minutes. Game lags a bit if you try due to the number of enemies.

I like the Gameboy art style, and I liked that when I thought I was dead, I learned that I was actually a smaller mouse inside the mech who can fix it, good little twist. My suggestion would be to add sound effects/music to make the game feel more impactful.

Cool idea with the riding mechanics.  It seems a bit buggy though, I got stuck after turning into a rat, the volume sliders didn't affect the volume and I seemed to be invincible.

One suggestion I have for accessibility is to add a screen shake slider to the settings, as it can make some people feel sick if it shakes too much

Thanks for playing! The game you are thinking of ~might~ by "Patrick's Parabox", which was the loose inspiration for this game, albeit without the recursion. Another recursive "levels inside levels" puzzle game is "recursed", though that one is a platformer.

Thanks! I was sad I couldn't spend the time I wanted on actual level design, but I'll be sure to make a full game out of this soon that teaches the mechanics better.