Thanks for playing! I'm glad you thought so.
Kenneth Gagne
Creator of
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It took me a few minutes to realize what was happening (it's been a while since I've played a game like this), but once I did, it was fun figuring out how to best approach a given scenario. I played through about 15 rooms, and none of them felt insurmountable.
I'm not sure what your plans are for the colors, but if you keep the red and blue, I think the purple (that is, where the attack ranges overlap) doesn't contrast enough with the black background, so it was sometimes hard for me to tell whether I was safe from being attacked if I moved.
Great concept. I think what works particularly well is your implementation of the poison mechanic. It's an ever-growing threat, but its rate allowed me to make (or at least feel like I was making) informed decisions about how long to stay in a certain room or where to go, which is preferable to the "get here or die" approach of other games.
The only thing I'd change is to either make the other slimes faster or slow the player down to increase the chances of being stopped. I made it a point to keep moving rather than linger in one spot or area, but I only ran into two or three over the course of an entire round.
I like the organized hack feature. My one complaint about the game is that if hackers/tech cost non-whole amounts to hire, then the amount of money you have should update to display those non-whole amounts. I thought the game was broken when I hit 1K because it took a lot of clicking for it to reach 2K (and thus inform me that the game was fine).
I love games with unorthodox control schemes, as I think they end up being some of the most creative (and rewarding). This one is reminiscent of DK: King of Swing, and not just because there's an ape in it ( it's a Game Boy Advance game that uses two buttons, one for each of Donkey Kong's hands). I like how you made the things you can grab stand out from the rest of the level.