The "a-ha" moment is satisfying, especially in the final level! This is a great concept that I think could be extended even further, if you want. I also like that the player snaps to the moving platform, makes it much easier to control. In my opinion, a side view would be better for this game than the isometric view, as the game only lets you move left, right, up, or down.
Lavaloid
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This is a nice game, though a bit rough around the edges. I like that the orange cube kills the player, as it means the player would need to be constantly on their toes. The level design is good, too.
If there's one thing I'd want to be improved on, it would be to make the screen slightly larger than the stage itself, so the player has space to move the orange box, instead of the orange box instantly jumping from one spot to another. Another way would be to have the orange box collide with the edges of the screen, so the orange box would stay in screen, even when the mouse position is out of screen.
Whoa. I love this. The mechanics and the level design delivers the message very well.
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The way the game starts by making sure the player knows they're in danger, then repeats that lesson several times. By the end you don't encounter any more cliffs and you think "Wait... am I safe now?" and push on, despite being a bit nervous. That's a genius idea right there.
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Also, the music is great.
This is really fun! Honestly, I'm not sure what I'd like to see improved on this, since it's already very well made. I think the only thing I don't really agree with is the decision to put the controllable character's health on the corner of the screen, instead of under the character like the other guy.
I had also encountered a bug where the uncontrollable character goes back and forth near the coin and doesn't collect it. Can't seem to reproduce the bug, though.
A character whose movements is out of control, that's a good take on the theme. I think the mechanic of allocating points to control the characters is a good idea. I end up using the same configuration of point allocations for all of the levels, so if that wasn't your intention, I think that would be something to improve.
I like this interpretation of the theme. Just like the other commenter, I also end up just mashing my keyboard throughout the end. I'm not quite sure if this game was better with or without that strat, but since it seems this was your intention, I think it's all good. I also had a bit of fun with the game!