cute game. i liked that the path of the wires over each other could be quite ambiguous, forcing you to do them from the top down or making you do a different one first. good work
danbo
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i found the best strategy for playing was to hug the sides of the road and book it, mostly just spending money on armor upgrades. it was a little disappointing that you couldn't just run over the enemies in your truck, even if you could knock them away -- and a little frustrating that they don't seem to have a de-aggro distance. but obviously there's more going on here than just what meets the eye, so props for trying an ambitious concept
seems like it was a good exercise for yourself as a developer -- though i'm glad you accounted for how the game would work if there was nobody else playing for async multiplayer, since i've tried it a few times and always found i had to wait for the backup offline logistics
the factory game works pretty well -- i suppose you can't fully automate things without futzing with boxes yourself. i'm wondering how you would constrain this system if you were to keep going with the idea
pretty fun, though i barely made it across the finish line before it completely lagged out!
i think maybe a small break between waves to plan and consider expansion might have made it even better, since i mostly just defaulted to stacking tons of the fastest turret and didn't have the time to think about how to do it smarter
nice work!
this was absolutely amazing! i will admit, i nearly got lost on the third puzzle -- i eventually figured out that you can kind of "cheat" by drawing arbitrary lines between paper and waiting for it to say "I need to be more specific". most of the solutions were funny and not too hard to come by once you accept the framing. the ending was great too.
fantastic work!
actually quite a curious idea for movement -- though perhaps ambitious?
it was hard to determine which button will do what out of Q and E at any given time. perhaps instead of Q and E being character-based, they're screen-based or something -- Q pulls the rightmost character towards the leftmost, and other way around for E? there are a lot of different things you could prototype here, so it's an interesting springboard. good work
a match-3 seems like a fun beginner's exercise -- while not impossible to initially implement, there are a lot of quirks to it that require a thoughtful approach, and all sorts of ways to improve on it
i'll echo that animation on moving tiles would really do a ton -- and personally, i like that you went for a theme that's a little off-kilter. good work
maslow's original theory describes a series of priorities -- but in terms of how a human goes about implementing those priorities, it's more like a series of tradeoffs over finishing one floor of the pyramid and moving onto the next one. you might forgo some of your wealth or relationships in order to chase your self-actualisation. safety can have all sorts of hidden costs, as there are risks to just about everything in life
i think that could be an interesting expansion on this idea, but as it stands, it's a cute cyoa-style game.
cool! i loved that i could just hold the button and let the little guy hop about constantly. i like the unconventional controls and the way that you lose control of the drone in signal blindspots. maybe in harder stages you'd have to kind of "drift" through spots like that and use momentum to get through. quite polished too. well done
nice work. i thought the way the sound effects are done was pretty cute. never played a love2d game in the browser before, but works pretty flawlessly
i think that traditionally when concentration is done using a standard 4-suited pack of cards, matches are done based on number and colour -- i ended up trying to match a 3 of clubs with a 3 of spades quite a few times
highscore: 60