Yeah, great idea! Loved the “turn around” mechanic, I’m hopeless at platformers but even I was able to play a little through the first part of the game. The instructions pasted against the background worked a treat, and the simple cute graphics were engaging. Great job for the time available!
basie
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This is such a great idea! I loved the interpretation. It also seemed very slick and smooth, e.g. the animation back to the start screen seemed completely natural and shooting the satellite to begin is a perfect built-int tutorial.
My only gripe, and it’s because I need to “git gud”, is that the difficulty ramps up rather quickly!
Amazing job for just 3 days.
I didn’t always fully understand what was going on, but it’s really slick. Seems like the kind of game you’d play at a party on the big screen, don’t know if being drunk at the time would help or hinder! Very slick controls, very interesting take on the theme, and reminds me a lot of Gyruss which is a big plus! Nice work.
It’s wonderful. I already want to see more levels. It’s exactly the kind of thing I enjoy. The sound design, the smooth, common-sense yet inventive mechanics, the way the freed colonists peel off in carefully-space intervals, the cute rounded look to the models, the slick UI, it’s all compelling. And as a Lemmings devotee, it feels at once familiar and new.
I particularly enjoyed using the mine layer not as intended, but just timing their run over mines to make the bad guys go ’splodey!
Just in case you didn’t already find these minor issues, a quick list (these are mentioned in spite of all the amazing things about this submission, and not to detract in any way from it):
- it’s relatively easy to accidentally place a mine on top of a rock layer but somehow suspended in mid air
- some mines seemingly can’t be disarmed for this reason (I presume the click is going through to the overhanging rock)
- if you minimise a full-screen in the web version, then make it full screen again the game does not redraw
- after completing the game, if you attempt to start a new game nothing happens (until you reload the browser)
- if the mine-layer is grouped when they attempt to disarm, the mine will be disarmed from the current position (rather than walking to it)
- the click and hold to scroll the globe view works nicely, but if you change direction it keeps scrolling in the original direction
Incredible work. So pleased for you all.
I like it! Playtest, at least as far as I got: https://youtu.be/My5CPMMFWOo .
Great submission. My playtest is here: https://www.youtube.com/watch?v=FIj2i_Yo_qg .
Nice work! Creepy soundtrack and satisfyingly squelchy roach-squashing effect.
I feel that you could bump up your movement/animation speed quite a bit... it can be a bit slow getting to where you want to go. Also maybe add some more colliders so you don't e.g. walk over your table or bed :)
Well done for getting it to the submit stage!
Edit: oh, and set your game name in the installer (it currently reads, "GameMaker Game" or similar).
You did it! You submitted a complete, working, engaging little game. Well done :)
I like the little powerup tablets, once I figured out you could double-jump briefly, that seemed like a mechanic you could build on... maybe with an expanded playing area that had platforms?
The music got a tiny bit monotonous after awhile, but I get it, when you have 2 days to build a soundtrack loop, you do what you must!
Awesome work, I bet you learned a ton.
This submission intimidates me so much! XD A really wonderful effort. The controls feel smooth and predictable, the mechanic is exploited in interesting ways, the puzzles are well thought-out, the models look great... it's hard to criticise. But I'm gonna, to try to be helpful.
I feel like the pace of the platforms could use a little tweaking. There's quite a bit of waiting around for platforms to get to the right spot, as the environments are large, so are the paths the platforms traverse. So to keep the player from getting frustrated, I'd either a) bump the base speed a bit, or b) provide a way to reverse direction, which would be quite a fun addition.
Are the balls on the final level a bit buggy? They kept disappearing on me. On reflection, I wonder if they were just phasing through the walls of the safe as I didn't realise you had to hold E in order to keep them aloft. Having this separate key combination was a tiny bit unwieldy. Would it work to use the entanglement gun to transport them? I suppose that might make it difficult to manipulate the other parts of the puzzle. Anyway, it seems perhaps checking to ensure they don't end up somewhere inaccessible, or reset to their original spawn position if dropped might be an option.
I noticed when I activated one of the catapults, there was an edge case where I didn't get flung but just stopped on the very end of the catapult. It only happened once, and I couldn't reproduce it but didn't try too hard!
Oh, also as a data point, your game runs fine under Proton (Arch Linux, i5 13600k, 7900XTX) so that should mean you're SteamDeck compatible!
Can't tell you how much this game impressed me. It has real Portal vibes, which is the highest compliment I can pay.
I love this idea. I think it could be quite an interesting tool for teaching beginners. There are plenty of possible "power-ups" such as a wildcard note or "hit the prize with the sound". There's genuine satisfaction in getting to the edge of the "map" and seeing your note float off into space.
It's also a great take on the theme. The bee line-art is cute, the sound is smooth (if a trifle loud) and I love anything with hex tiles :)
Obviously, there are some UI issues... the drag bug isn't limited to mobile browsers, it appears to be across the board. There are some issues with tiles stacking on each other too, which led in one case to notes cycling rapidly back and forth with no way to interrupt 'em.
Overall, a great and creative submission, well done!
Excellent. You already have all the notes about control scheme, which are really just polish stuff anyway. Technically it's really accomplished. I thought the Grandma background was maybe a bit wide and diffuse to appreciate.... I'd be keen to see a little icon or popup somewhere non-essential on the screen that replaces the background image in a more contained fashion.
Nice work team. A platformer I can actually play!
Charming little game. Great mechanic. I know menus and UI for this kind of thing aren't easy, having recent experience with my own submission!
I notice sometimes text pops up but if you happen to be moving, it's tricky to see it before it flashes off again... might need a way to "re-summon" notices if you miss 'em?
I'm not terribly good at platformers, and I didn't make it past the initial stages but still, well done on your submission!