Nice game! I feel like it would be fun for the game to end after the 5 levels and report a total final score, so it has more replayability :) or when the levels start cycling, there could be more enemies for more difficulty. Also the decay shader is super cool and very well done!
frostberry
Creator of
Recent community posts
I love it! Very pleasant art style and cool gameplay concept :) I'm sure these points have been mentioned, but sometimes the puzzles have what appear to be unintentional solutions, and it took me time to learn how the mechanics work, but such is a game jam. I think the main confusion I had was with the tall flower- I thought that the stem with no flower was a bug!
I agree with the skipping for the day/night cycle and adding music.
Thanks so much for that super kind message! I spent at least half my time on the art and I’m very happy to hear it was worth it- as for the coins not increasing, the second you click a fruit, the game instantly calculates how much money you’ll get from incoming combos and adds it to your score. So as you watch the combos go by, the number has already gone up accounting for them. That’s something I would definitely change if I had more time, for the money to increase as combos are happening. Sorry for being long-winded and thanks for playing/rating!
I’m a huge Tetris fan! The main trouble for me was when moving pieces left and right, they move really slow. Your version is also extra challenging because of how wide the board is. Otherwise, good job on implementing it and I’m curious to hear what you were gonna do with the crown!
Also my score was 1400 the first time
I won! I didn't do the secret level though, that was plenty challenging already lol
I agree with others that the character movement feels tight once you get used to it, but I also think that platforms shouldn't disappear unless you've been directly on top of them (as opposed to touching the side). Nice work!
Super cool concept! I love a platformer with a twist like this, I made something not too different for a game jam years ago, but you had us doing some really cool tricks in this game. I unfortunately couldn't make it to the end, the room with the high vertical part and the skeleton underneath was too much for me :( I would say the main drawback is the extremely high precision you need sometimes. Otherwise, good stuff!
I finally beat 2.5! Weirdly addicting flying around in space :) and I see everyone talking about the hole, I think it just adds an extra layer of challenge and gives skilled players more of an edge, which I think is good!
I think what I would love to see is parts deteriorating over time so you can see in advance which part is about to break. But I understand that's not how your RNG system works. Cool stuff!
Edit- beat 2.0, couldn't beat 1.5
Cool game! I like the premise, but thought it could be more exciting, like maybe something chasing you :) Things I would add: an in-game indicator that the maximum radiation is 10 (like it will say 1.34/10), and some feedback like a sign that shows me that when I hit the level, it took a rock (I couldn't tell at first). The rock also sometimes fell out of my hand, not sure if a bug or intentional challenge, and finally the hitbox for the pickaxe to break rocks was pretty specific and hard to find. I do appreciate that the goals of the game were easy to understand without having to read too many instructions. Good job!
Fusion has been part of the plan for a few days now :) my plan is to make a tile that will hold the first crystal that lands on it, then waits for another crystal to approach. Once both crystals are on top of the fusion tile, they'll simply add together. Then, they'll be released in a direction that will be indicated in the tile art.
I'm hoping to explore my options for a tutorial more, but there will be a point of diminishing returns where it won't be worth explaining every nuance to the player. Hope it turns out ok!
I love that you brought these topics up since I was gonna write a devlog about mechanics today :) I've been struggling trying to find out how to make the most intuitive mechanics that will make sense/be consistent in any scenario
For example, about the crystals and not knowing which one goes first- if I do change it to where there is an even number of spaces in between, I will still eventually need to account for what happens when there's an odd-numbered space in between, since that can happen based on what the player does. For those cases, I just made a priority system where crystals go first depending on the direction they're going in. So top priority is upward, then right, down, and left.
The other thing you mentioned was crystals splitting- I have to keep in mind that any number of crystals could enter it, up to 8. In the interest of consistency, I decided everything would only split into 2 halves. If a crystal is odd-numbered, then its larger half will go up or right, depending on the direction it entered the splitter.
Now that you know where my head is at, I'm curious to hear what you think! I appreciate your thoughtful comment :)