Interesting game, I could see it being used to teach kids how to type. However, like other commenters have said, you really need to use real words. Right now, it felt like Two-Factor-Authentication-Simulator. Type the code we have sent you via SMS. Haven't received anything? Send the SMS again. Better hurry, that car is about to plow into yours. ;)
Jazarro
Creator of
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I love this game, it's neat!
As a point of critique, the splitter's directionality is not obvious and even if you know about it, it's still a 50/50 trial and error type of thing.
Unlike most commenters, I actually love that you made the choice to support keyboard before mouse. More games should allow you to use the keyboard as much as possible, it is way better for preventing RSI / carpal tunnel health problems. You do probably need to refine the controls a bit more, though. Perhaps merging the movement and rotation of the cursor into just the WASD keys? A single keystroke will align you if you're not aligned, and move you if you are. I think that might be easier and more intuitive than involving Q and E.
This game has the potential to be pretty cool! I love the twist on Tetris where you reject the shape you were given and manipulate it into something more useful; if only the real Tetris allowed you to do that. However, for this concept, you really needed operations more advanced than rotate and change direction. It sounds like you were working on a way to split the object into multiple parts, which would have made the game much more interesting.
It's also too bad there is only one level. As it was, 95% of gameplay was figuring out controls, and after that you solve it in 30 seconds.
Thanks for your very thorough review! No worries about the wall of text, it's a good thing. :)
I agree with you that pressing space so often gets annoying, if I could change it I would indeed include some kind of auto-skip option.
Your suggestion to add a progress indicator is a good one. At one point in development we were going to include a gold-counter that ticks up when the hero loots rooms and enemies. The gold would basically serve as 'points'; a way to measure how well you did after each run. I think we removed the gold counter because of time constraints.
Right now the game is not endless, there is indeed progression and a genuine end to the game. If we were to make this into a full game, I think it would work well as a rogue-like, with endless procedurally generated rooms and levels.
Automatically moving items to/from the combine area is the kind of quality of life improvement that I personally value very highly, it is purely for lack of time that we didn't implement it. I would have probably made it work by shift-clicking the item or something.
I love the different voices, especially the goblin's! The gameplay itself is quite fun, though it is sometimes very hard to guess the recipes. For the boss fight, it was not at all clear where to place the ingredients, the fact that the timer widget expands was not obvious.
A nice quality of life improvement would be if clicking again before the text has finished appearing instantly makes the rest of the line visible, instead of skipping to the next line of dialogue. As it was, I got impatient waiting for the slow text and started skipping all dialogue.
I don't understand this game. No idea how I got the elevator to work. I changed the switches afterwards, but the elevator kept working. Confused by the vending machine, which first complained I had no money, and couldn't be interacted with after I found some money.
You created a very nice ambiance, it was quite cool. A reticle would be a nice addition, it is currently hard to tell exactly where you are clicking, and impossible to tell what can be interacted with without running around smashing the left mouse button like an idiot.
I love this game, it feels remarkably polished and bug-free for a jam game. Two points of critique though.
1: At the falling box puzzle, the box kept toppling over, requiring a reset. It would be nice if it just always stayed upright.
2: After getting the water element, I initially thought the game was done, since I was at a dead end. I almost quit, until I saw a comment about a cloak. It felt a little strange to have to backtrack.
I love the concept! I also like the fact that you added the sounds on mouse-over, as illustration. I imagine someone who knows what they're doing might be able to do this by ear alone, which could be a fun challenge mode. However, I have to say that the actual combining of the balls is infuriating. They're always jumping away or absorbing an unwanted extra ball. This game could have done without the physics altogether, in my opinion.
Yes, I was able to look around, but not move. I just tried again, and it worked for about two seconds, until the screen went (and stayed) black. This Wasm thing kinda sucks, I guess.
Edit: Tried again and I was able to play this time. Very disappointed I couldn't smash the computer with the hammer. :D