The game is very RNG heavy, but the presentation is delightful and I like the concept of selecting the right dice to try and hit certain number targets
FriscoeHotsauce
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Seems the theme has brought out a lot of puzzlers! My only real critiuqe is it could be challening to tell which areas were "raised" on the top-down path, it made it kind of challenging to tell where I needed to stand to advance without some trial and error.
Otherwise, a well thought out puzzler with fun mechanics
I've got some ideas for that, I think it would work to still have those tasks, but use the buttons on the left and right as (-) or (+) to adjust the slider of the corresponding color to the right level, that way the player wouldn't need to move their hands.
Also, I'd kinda like to lean into the rythm angle a bit, even if that's just playing a track with a good beat you could press buttons to.
Hey thanks for playing, I don't know yet, it definitely has potential. If I did there are several changes I would make;
- The slider's break up the flow pretty bad, I think the idea is okay but the execution was lacking; I'd either remove them entirely or find an alternate control scheme, like using the buttons of the corresponding color to change their value
- Items are currently randomly generated, but *do* have a gold value corresponding to the complexity of the task, I'd like to re-tool that so more complicated tasks create visually more valuable looking items
- I've got ideas for different types of tasks, like pressing two buttons at the same time, larger multi-tasks etc
- Some kind of progression would be nice, but I don't know what that would look like, maybe some kind of idle-game management for the shop?
Either way it was a lot of fun to build, thanks for the feedback!
Love the custom art, love the idea of losing certain mechanics, but the game was extremly hard and some of the mechanics you lose are really punishing; maybe just lose the ability to move in one direction instead of all directions? i.e. when I lost the ability to move, i couldn't attack enemies that would show up behind me.
The visuals were super nice, it's nice to see some 3D games being made in such a short time; The game was kinda "solved" once you figure out to only use the extinguisher when the nozzle is pointing away from the ship; would have been cool to include some variation, like the astronaut moving the extinguisher and changing the vectors