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Got it!
Love the presentation on this one!
Problem though: the background wouldn't load for me for some reason. To gonna hold that against you, because it looks like it's working fine for everyone else, but here's what was logged in the console, if it helps: `[.WebGL-0x55eba04fa820]RENDER WARNING: texture bound to texture unit 0 is not renderable. It might be non-power-of-2 or have incompatible texture filtering (maybe)?`
Thanks!
I had originally wanted to do a Mario-style jump, where you fall faster than you rise, but I didnt know how to do that in a physics-based game engine. Guess that was my trade-off for using a game engine that let me get it done on time, but I hope I can make the jump feel tighter in any post-jam version
Fun concept, but I feel like the difference between easy and hard modes should have been different. It would have been easier if the direction was randomized in both modes, with the difficulty coming from the balance of positive vs negative targets. On easy mode, I ended up with a screen flooded with innocents, losing point quickly; i feel like that should have been what hard mode was
Thank you!
RNG-wise, there aren't any points in the game that require good RNG. There is one bonus life (at the very end) where RNG is needed after collecting it, but that's the only spot, and no required paths need it. It's probably still my fault, as I didn't communicate very well how the shifting mechanic chooses its movement