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GDIM
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Thank you for taking the time to play through it. I'm glad you enjoyed it and could find another take on it. Yes! The template I started with for development had a block that turned off labeled 'enemy' and after some thought, I realized I could repurpose them to reveal the picture and words . Meanwhile, the 'traps' that were originally created for a level respawn were repurposed as the 'enemy' to avoid. Thanks again <3
Congrats on your entry :) I also found the traps to be more challenging than fun, as Trencher put it. Perhaps some sort of indicator to give you a warning would solve this- or allow the trap to remain broken/used so you don't run into it again after dying. That would let novice players use elimination to figure their way through while still keeping it challenging on more advanced players. They could have a reward for making it through with less death. Great aesthetic and overall feel.
Overall the mechanics work great and the art/music go well with it. Design-wise, we're playing a tiny portion of the overall screen. While the art part of me likes this as I see the whole level map, the player part of me would like the camera to be zoomed in more so that the action/play takes up more of the screen. That would also increase the challenge.
For being a vent piece, this was super weird (I like weird) and fun. I had no idea what was going on, but still managed to move forward and enjoy it. I feel your pain- this was my first attempt at using this particular engine. There were some supreme moments of frustration this week with it. Good for you for getting it in :)