it's indeed possible, hint - how to reach that air tank at the left without trapping yourself?
LightPotato
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I see we had a very similar direction for approaching the theme, and yet there are a lot of differences between mine and yours. Wish I could check this earlier.
For the game itself, it got some really cool mind-bending mechanics! The red spikes, dual characters and the rotation adds a lot of depth to the gimmick. Level design is well done too, having similar layout but different target shape makes each puzzle fresh and not too intimidating. I should steal this idea
Managed to get to lv 36, those puzzles are really getting tough. Congrats on top 100!
Very creative take on sokobans! Some of the levels were very clever, level 7 utilizing slicing to make a bridge that pushes the block downwards was a cool trick. Also for level 9 I had to think about how much blocks and targets I'll need, and the answer being a pythagorean triple thingy was so cool.
The settings menu changed my life, 'nothing' option was so impressive I cried. Thank you
Anyway the ant physics was very impressive. I assumed the ant would just fall off the brown side of the table when I walk off, and it turning around suprised me. Good job on coding this, I assume that was a nightmare. Making some differences to the ant as it eats more stuff would be a fun idea, like making the ant faster or changing its appearance.
Ah yes, AAA company asks me to scale down the Godot logo. Very based company
This is such a unique take on the theme, human-done compression technique is something I never have thought before. Maybe the game could be less tedious by providing paint tools and such, but I guess that's the point of this game lol
Very creative concept here, I like that not everything is explained explicitly, and everything (except levels) is unlocked from the start. Yet I naturally discovered these functionalities when they become relevant, this design is really brilliant.
I'm not sure how it fits the theme and the game could have some sound effects, but it's a very solid entry regardless.
Nice mix of the tower defense and bubble shooter! I like that two games are not separated, and towers working as bubbles adds a good amount of depth. It creates a moment of choice such as 'I want to destroy this bubble but doing so will lose me a tower'.
I found out spamming cannons is the best strategy, maybe you could give more incentive to use other types of towers. One example idea is to make a tower more expensive each time you purchase that tower.
So this is something like Vampire Survivors but with scales, nice concept. Yellow circles getting smaller with each hit was a nice touch to fit the theme. Though the game could be improved with more diverse upgrade types and better balancing, the purple powerup is pretty much useless compared to the yellow one
Ok this is, and goes, hard.
The concept resemble a lot of recursive functions, and seed planting is such a way to hide that. When it introduced 2 types of seed it suddenly became very tough, and the final level was another massive roadblock, but I managed to solve them eventually.
I agree with Dusty that the game needs more tools to visualize. In addition to 'one step at a time' button, I think the trees/plants matching with the color of the seed would be nice. Regardless, I had a blast playing this. I know this isn't a game for everyone but this is 15/15 for me. Awesome work :)
The concept is really cool, I like the quantum physics-type thingy, where something only exists if someone sees it, being implemented as a game mechanic. It's a shame it's pretty short, I'd like to see more about it.
I got confused in level 4 and I thought I had to jump around the glass wall, only to find out the blinking mechanic exists which is only explained in the game description. I'd advise to put important controls in-game next time, since not everyone reads the desciption.
Aesthetics is incredible, you nailed the presentation with the retro vibe! Character changing shapes and weird looking creatures adds a lot to this. The metaprogression with the upgrades and saving the enemy count was also an interesting idea.
Though I wish you put more effort into the enemy design, since every enemy in this game can be safely killed by shooting the laser gun outside their range. I think there should be extra enemies to counter the ranged weapons, so the left-right hand system could achieve its full potential.
4/12 first try, can I get an A?
One of the most unique entry I've seen in this jam so far, the atmosphere and the different math rules really fits the theme. The ticker mechanic seems to represent me jumping to different pages in test when I can't solve like 70% of questions lol, it really adds the anxiety and makes the experience more authentic.
Concept is pretty nice, rapid switches between guns gives the game a speedy feel. Also nice job at visual effects for killing the enemies, it feels really juicy! The red arrow is also a nice QoL feature (though you may want to change its color in White House, since it blends with the floor)
The thing is when the gun isn't spawned near the enemy, it's basically the game over. I would add a weak default weapon so it would compensate the bad luck. Also introducing different enemy types as the game progresses, and making each stage a bit shorter would be nice for adding some fresh gameplay.
Yo I also made a game about a slime, what a coincidence
I liked how you made some powerups interesting, such as multiplying and shooting more bullets at the same time. After enough upgrades, it's funny to see those monsters basically melting. Destroying enemy projectiles by firing projectiles was also pretty sick.
I'd suggest adding more sound effects, especially the dash sound effect, it would make juicier to walk around the map. Also unfortunately when I killed a boss the key got stuck in a wall, so I had to quit the game after getting 4/5 keys. Despite that it was a nice experience :)
Actually it was a pretty good game in terms of gameplay. The mechanic introduction feels smooth, starting from entering the door, you jump out of the door in stage 2, and doors are mixed with the moving platforms in the last stage. The platforms in the different dimension are also telegraphed well, this is a pretty good QoL feature.
I'd suggest showing paths of the moving platforms. In stage 2 I didn't know there was a moving platform on top of the stage so I just did a leap of faith and found nothing, which confused me for a bit. Also the moving platforms suddenly changing direction in stage 4 felt unfair. Showing how the platforms move would solve these problems.
I can't pet the cat? 0/10
For real though, I had a good time playing this game. The game is essentially spot the difference, but the addition of the memory elements makes the game pretty interesting. The success streak mechanic and door locks add stakes to the choices and makes the game more challenging in a good way, reminds me of Exit 8. Also nice job on implementing the theme here, many games tend to focus on only doors but you managed to see 'what's behind' and mix it into the core gameplay.
My suggestion would be adding signs ( =, =/=) above the doors. Left and right seems a bit arbitrary and it takes some extra effort to memorize them, which is far from the core gameplay. Also maybe you could add more variations to each rooms as player progresses, such as different floor patterns, to keep the gameplay fresh.
That was such a neat concept, blocks changing the shapes were funny but pleasing to look at. Also nice job on implementing slopes, they are impossible things to work on properly but in this case slopes did some visual improvements without being too janky in terms of gameplay.
Things went smoothly from stage 1 through 3, though I struggled a bit in stage 4.. Not sure if it's intended but that final stage seems to require memorization and blind experiments. I'd suggest adding indications for ground placements, which can be viewed before entering the door.
Nice to see a game that uses doors as the main mechanic rather than being slapped as one of the decorations lol
Difficulty curve was pretty smooth, and new mechanics were introduced naturally. Rotation indicator shadows were a nice touch. It takes time to fully understand but I think it's a nice part of the puzzle to figure it out, and makes the puzzles here feel fair. Solidly designed game :)