HTML5 version: The spacebar key does nothing on the second level, it does not rotate the small grid. Browser is latest Chrome on Windows 10 (64 bits). Yes, I disable the ad blocker and force-reloaded the page, the problem still persists.
FleecyFly
Creator of
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Thank you! All artwork have been made by my daughter (12), the game will go into her portfolio. She is seeing the feedback as well. Some shameless advertisement: She has an art channel on YouTube
Minor: Sometimes the enemy animals/robots are stuck in the floor/wall. They can also "oscillate".
Video recording:
https://1drv.ms/f/s!AqEgz8G_d8TShso0o6IgpxvmXzNSVg
Got to Level 2, opened the folder with the cat images. Fighting with the dialog boxes...
Man, this game is annoying like real old Windows 3.1/9x was... :)
It is not clear where to put those cat images, though. To the F: disk? I cannot seem to open a folder for the disk.
Also:
- Move the two icons at the bottom right behind the dialog boxes. They are in the way of clicking.
- I would allow for clicking through the colorful vertical strips appearing. It is enough punishment not seeing correctly from them, but they also capture clicks which make is hopeless when you start to have a lot of stripes.
- Number of vertical stripes should increase a bit less with failures (lower the exponent). It is too easy to get bluescreen on Level 2. (Or introduce difficulty levels.)
- Some dialogs are just flying too fast (for me at least) to click on them. Especially on Level 2 when there are two dialogs.
The game is very funny nevertheless. Good job!
Very nice platformer with good sci-fi graphics.
How did you manage to complete it on time? :)
Music/audio/sounds are well selected.
Difficulty is very well tuned, not too hard, but not too easy.
I enjoyed playing it very much!
Minor: Space or ENTER should also be available for navigation in the main menu. (Maybe also mouse.) At that point the user does not know that he/she should use the action key (X) to start the game. It is not a problem with a gamepad, per se.
They suggest working on the core logic of your game first before spending any time on graphics. For example:
https://www.youtube.com/watch?v=mturL8WaHjY
It is a matter of sticking to the right priorities.
This has been the best game I've tried so far.
Familiar platformer look, but distinguishing "weapon".
Genuine idea with great execution!
Intuitive, quick tutorial. Simple controls.
It has become too hard when I would have needed to convert those poison plants into mushrooms on the fly.
Excellent game! Keep up the good work!
Very good game controls and mechanic.
Nicely rigged character. I would be interested in seeing your walk animation or code.
Too many keys to learn posed a bit of problem for me, since I'm not an avid player. Should be no problem for experienced players, though.
Time slowdown is a bit overpowered. I can just slow time, fire 50 laser shots in the direction of enemies, then release the time. The batch of laser pulses destroy all enemies in that direction. This stategy alliviated the need for the more advanced gravity manipulation / teleport tactics in battle.
Excellent tutorial right on the first level, as it should be.
Minor problem I found is that the player can be stuck during the tutorial:
No recovery from here. ESC key does nothing. Game has to be closed with Alt-F4 and restarted to try again. I would be nice to have a quick recovery from such situations during the tutorial. Maybe later as well by going back to the beginning of level or so.
I've just tried to record the problem with OBS: video
It is 90 degrees for me on my screen, but varying angle on the recording.
I have a 4k display running the game in windowed mode (not full screen). So the mouse coordinate space is not the same as the game's viewport.
I suggest to orient your player according to the angle of the vector pointing from the player's global position to the mouse global position.
See
It is a very enjoyable game with retro music and pixel style graphics.
Killed all the enemies on the first floor, collected 4/4 gold balls in about 10 minutes. Then glitched through to the second floor.
Found no bugs other than some (maybe intentional) graphical glitches here and there, like vertical white lines between the tiles and some black rectangles flashing randomly. I'm not sure whether they were intentional.
I think the map should show the doors as connections between the rooms. It would allow the player to see where are undiscovered rooms.
Robots were too easy to kill.
All in all, it has been the best entry I have played so far. Congratulations!