Could you email me at mail@kaesve.nl? Or reach out to me on twitter? I think that would be the easiest to get the build to you
kaesve
Creator of
Recent community posts
I think you could fix the problem of getting stuck with just some ui changes. I would have made the cryptic_hash always be visible and in exactly the same spot. That would make it much easier to detect something is going on in them. You may also want to introduce a way to look at previous sent requests/received hashes, so that the player can read back if it took them a little while to figure out what is going on. I do think it will stay a bit of a niche game, even with a better UI. That's not a bad thing though, you don't have to make something that caters to everyone, and I enjoyed the game :)
I think there's an interesting idea there, but I think a few small tweaks would make it much easier to enjoy. The biggest thing for me is that the timer makes it really hard to explore the mechanics and come up with a plan. It takes me some time to understand what a new color/character does and how it interacts with the other colors, but because of the timer I don't get much opportunity to explore. If you had more tutorial levels, so that we already understand the mechanics better before you ramp up the difficulty, I think I would enjoy it a lot more. Still, it's a fun idea :)
I wanted to build my game from scratch, without engines or libraries. I ended up not using any assets either, mostly to save time looking for them and managing them. Instead of assets I just used emoji, which are really easy to work with (at least in the canvas API), since I can use the emoji directly in the code. The big downside is that the look of the game does change between different platforms.
There's a bunch more smaller hacks that I use to save time. If there's other plain html5 devs out there that are interested, I'm happy to share some of these.
The game is here:
Your game is really fun! I finished all the puzzles and rated the game. The only comment I have is that I would have really appreciate a few tutorial levels. Also, only after the last puzzle I figured out you could control the pieces off of the board. It would be cool if you had a puzzle that relied on that mechanic to solve it. Good job though!
I made a little space game where you control a 🛸 that runs on its backup generator. The generator can only power one system at a time, and has to be controlled manually. I only had time to implement two subsystems, but I think it's a good base and there's potential for a fun lil puzzle game in there. I would really like to keep working on it, so any feedback is really appreciated!
For my first game jam, I made a little space game where you control a 🛸 that runs on its backup generator. The generator can only power one system at a time, and has to be controlled manually. I only had time to implement two subsystems, but I think it's a good base and there's potential for a fun lil puzzle game in there. I would really like to keep working on it, so any feedback is really appreciated!
It is browser playable, and built from scratch; no assets, no engines (just a tiny bit of reused math code and some emoji for the art)
I made a little space game where you control a 🛸 that runs on its backup generator. The generator can only power one system at a time, and has to be controlled manually. I only had time to implement two subsystems, but I think it's a good base and there's potential for a fun lil puzzle game in there. I would really like to keep working on it, so any feedback is really appreciated!
I made a little space game where you control a 🛸 that runs on its backup generator. The generator can only power one system at a time, and has to be controlled manually. I only had time to implement two subsystems, but I think it's a good base and there's potential for a fun lil puzzle game in there. I would really like to keep working on it, so any feedback is really appreciated!
I found the puzzles pretty hard to grok sometimes, and the timer makes it hard/stressful to think solutions through. I think it would be more interesting and fun if you had just made 20 (or more) premade puzzles without a timer (though I also understand that designing those puzzles by hand would've costed more dev time).