Cool take on the theme. In some ways, it's very similar to our game, but the change between how objects scale, and where they enter the smaller level makes it completely different. I think it could have benefited from more signposting that throwing things into and then out of a block changes their size. I also got stuck a few times because the objects were rotating and couldn't fit through a space that they otherwise should be able to fit through. I wonder if having the objects be rotationally locked would help some. Overall great game, thanks.
epicfarmer
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I was going to write a comment, but this comment says exactly what I wanted to say. I think this game also struggles with a similar problem to our game, that it was hard to make other mechanics that interacted well with the rescaling mechanic, and so the level design gets a bit stale once you figure that out. Despite that, I really like the game, and how tight the level design was.
I really like this interpretation of the theme. There have been a few games where the world grows or shrinks based on your movement, but this is the first time I've felt that it integrated well into the gameplay. The level design is good too. I didn't realize that the robot could collect the keys for me for a long time though. As for improvements, it would have been nice to see art for the rescaling blocks. I also would have liked to have a better sense for whether a jump is possible or not (our game also has this problem). Other than that seems good.
Music was good, and the tying the music blocks to the music was a good choice. This is the first game I've seen that I think successfully used musical scales as the interpretation of the theme. I had an issue with the controls. When I tried to drop the blocks to the beat it wouldn't let me, so I ended up waiting for the block to go over the previous note and just spamming the button until it worked. I'm assuming this isn't intended and it was supposed to be more like a rhythm game? Despite that, I was still able to beat it, so wasn't too bad. Overall great concept.
that was a crazy experience. the world chat at the beginning was great. I wish there was something to do in the game while the chat was happening though. I thought tying the scaling theme to time was interesting, but it didn't really interact with the gameplay. One of the things I remember about MMOs is that the number of abilities, grew a lot over time and rotations changed. I would have liked to see that come into play (even if not that seriously).
I had some issues with the screen resolution (seemed like I could only see the top/left quarter of the instructions). Saw the instructions on the game page though so it didn't matter too much. As others have said, art is top notch. The punches/blocks feel extremely good. Something is odd about the way the mouse controls the grapple. It feels like my mouse still exists, and the arrow points towards it maybe? I'd prefer to have relative controls for it, where if I move the mouse left, the grapple target moves the same amount left regardless of where the mouse currently is. I also felt that the music, while good, doesn't really mesh the vibe of the rest of the game. Overall, excellent game, I had a lot of fun.
Nice game. I'd like to see more of it. I think it has a similar issue to our game where the level design could be tightened. I think several of the puzzles had more than one solution, but it plays like a puzzle platformer. The duplicating sphere was my favourite. Not sure if it was intentional or not, but the fact that all the copies changessize together made for some funny moments.
it took me an embarassingly long amount of time to realize that the direction you move and the direction you attach from are on opposite sides. Once I figured that out, the game became a lot more fun. I think a simulation game was an interesting way to interpret the the idea of built to scale. I would have liked a bit more of the theme reflected in the gameplay, maybe through simulating more parts of the biochemistry?
This is a very cool experience. I think there's a part after you realize the first building sinks into the ground as you approach, that you go, "I wonder what the other buildings do", and it turns out they all do the same thing. It would be cool if they became unapproachable in different ways from each other (shrinking, your speed slows as you approach it, etc). Also, I was able to touch the arch before it went into the ground. Not sure if it's intentional. Vibes are great, especially the snow footsteps sounds.
There were two issues that went together:
- First issue is that somehow I thought I moved the rat for the tutorial, but hadn't. Not sure if this was because I did it before the text showed up or not)
- Second issue was when I was messing around after this, I pressed spacebar and the message about needing to place the entrances showed up. I thought that message was more important to listen to, since it was after the other one.
I think disabling the spacebar message until the entrances are available probably would have resolved the issue.
I like this one a lot. Really does a good job of capturing the theme. I found the control description a bit confusing at first, since I wasn't sure why right clicking on the planets didn't deliver cargo. I would rocket to point towards the mouse rather than circle the planet until fired. Otherwise, all around solid game.
WebGL version wasn't working for me, but the other one worked fine. Loved the art, especially the background art. I ended up doing two playtrhoughs. One where I didn't realize I could shrink/grow until close to the end, and one where I basically just stayed small the whole time to dodge everything. I think the idea is good overall, there needs to be some elements that are difficult to deal with while small, but easier to deal with when big. Maybe some kind of enemy with armored legs?
It's a weird take, but I really love the menus. I think that for me, the visual difference between the smaller two sizes of square were not that clear. I think the game would have been more interesting if there were a reason beyond score to not just always be the smallest size. Maybe voids to fall into? The game has excellent vibes though.
Oh, if it's a constantly on button, then it conveys what it did perfectly but didn't work for me. It might be that i hooked it up to jump? And yeah, I do see the connection to the theme (not saying you ignored the theme or anything like that). I guess I just wish the connection were ingrained. As an example, it would have been cool if the effect of the action or speed of the button were indicated by the size of the icon, or there were different size wires that meant different things somehow, or if you could pick up new buttons in the level somewhere. Not a bad game by any means, though.
I had meant to ask how far you made it into our game, but i'm glad you mentioned your game. Normally I try to play the game for anyone who plays our game. I couldn't get yours working though, since I'm on linux and it wasn't working with wine. If you have your friend add you as an admin to the game, then anytime you review it will let people see your game. I think most people try to play games of anyone that reviews their game.
I got as far as first mining the red resource. Seems like the enemy can clip through walls, which made doing anything after that difficult. I like the idea of a puzzle box that you examine from the outside can interact with it from the inside. I also think the art does a really good job of setting the mood. Main critique is that trying to escape from the monster inside of a 3d maze didn't mesh with the rest of the feeling. I would have rather seen platforming or moving parts inside the diarama controlled from outside or something.
I liked Alice and Wonderland for theming the growing/shrinking. You definitely pulled off the art. I would have liked if the scaling effect was more pronounced. I think it would have made it more obvious that I needed to be larger to push blocks. The need to put items down on pedestals was a nice touch, and transporting things around the level so they would be there when i needed them was fun. I didn't like how there were a few levels where it was impossible to know if you needed an item in a later room or not until you made a decision about whether to take it with you. Overall, solid game.
I really liked the dialog and sound here, but the concept is a bit close to home for just after a game jam though. I was unable to zoom in and out for some reason, so I only managed to get through day 6. There's something SpaceChem-esque about the idea of keeping it neat enough to manage, but making it run as fast as possible. If you go back to it, I'd like to see some kind of score for the different days based on how long the program takes to run. Also, generally, I think that there was a bit too much downtime. I'd prefer to be able to fast forward the blueprint run animation as things get larger.
I think this must be what my cat dreams about too. I have a hard time judging how tall the tree is, but I can see the way the game is intended to work int he screenshots. I like the control scheme, and wonder if this would be good on mobile. The art is cute. I think I would have liked to see some reason to change directory mid fall. Maybe birds or taller trees with larger canopies? Also some sort of collectible would be nice. Overall solid game.
I made it to the yeti. Liked the art for this game a lot. I especially liked the mountain background and the way you conveyed scale by panning out as the level progressed. I had a few issues with the physics, but nothing that prevented me from progressing. I have two main critiques. The first is that the issues with platform physics and lack of climbing animation make the game feel weird to control at times. The second is that I would like to have seen more mechanics. You did a lot with the ones you have, but it's hard to make block pushing and switches feel fresh. Overall, solid game.