OK I'll dig that. Great game seriously.
gamedyx
Creator of
Recent community posts
Although not convincing at all how it relates to the theme, this is the kind of candy I love to see in a Game Jam.
Deliciously simple and frantic gameplay. This retro style is really appealing. The feeling after dead is just, I want to play again. Not a complaint on this
Please more of this, Adding to collection.
So after playing this I can check the idea originality of the idea is its keypoint, a single mechanic that, if had a better level design could lead to a great puzzle game.
Also, as the player needs to build a clear strategy before playing the game it is needed that the controls responsiveness and player detection points at level are more polished , I found myself in getting to plan and choose the control to deactivate correctly but failing at completing the level because a trigger would push me in any direction just by 1 milimeter.
I didn't like the idea that after getting the key the game would take me back to the planification stage, it first lead me to think that I did something wrong or I had to start again with the same objective, after checking it wasn't like that, it made me feel that I just completed a half of the puzzle (Player to Key) when my feeling is that the whole puzzle should be a complete cycle (Player to key and then Player to Checkpoint).
Finally there should be a part for controls in game description, as it took me a while to figure out that A - S corresponded to left and right movement.
However my overall sensation was good, really interesting gameplay concept for a Jam.
Thanks for playing our game. It's true that we couldn't work on polishing the game as much as we should as we had many differenced variables to be taken into account, the initial idea was to not to punish the player by offering an experience that can be easily replayable if one game doesn't go as expected.
Diego - Programmer.
Many thanks by taking your time playing and rating our prototype! TBH it was difficult as many ideas were popping out and we weren't able to say no to most of them, so while trying to get everything done we couldn't polish everything as much as we should, that's what we learnt from this, less mechanics but more polish on the detail and work on them!
Diego - Programmer.