I definitely agree regarding the storage bay. I was thinking of essentially teaching the ship upgrade mechanics before allowing player to collect resources, but that obviously backfired and made the game even more confusing.
Limoka
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Cool game. Impressive art for 96 hours.
The only complaint is the object holding mechanic. So it's really painful. And it is because I have to keep holding the button AND looking at the thing. What you should have done is lock the holding state and make the button toggle. This way you can't accidentally release an object.
I got softlocked in one area because I lost the sphere due to how holding mechanic works.
Interesting idea. Now first thing that wasn't obvious/bugged me was how the item selection buttons REALLY seem to blend into the world, and at first I was trying to understand why they did nothing.
Second issue, is you can place things, when clicking on tool buttons and play button. Also when I pick a splitter, I can only place one, after which the selection seems to reset, which is annoying.
Lastly, but not least, I got stuck on level 2. I think I built what the game wants, but it just doesn't want to accept it. I think you really need is some kind of visual verification screen like there is in many Zachtronics games.
Cool game. Overall it was interesting playing with my friend. However the game does feel a bit boring. We don't have much to do, and the shield scale effect doesn't seem to actually have a gameplay effect(At least not one we noticed).
Also lack of sounds and music really hits on the way the game feels.
Really fun game. You do need to get used to the limited control you have over the character because the game is played with just one button.
I found the section in the lower section where there were a lot of holes a bit annoying (Constantly falling to the bottom). Also there I could fall 2 screens down, but the camera only drops by 1.
Lastly I got stuck where there are balls rolling around. One fell into hole with the launch pad, I jumped in right after, and now I can't move, the other ball is also stuck. This seems to be a softlock.
Interesting game. Unfortunately the game was not fun for me. Firstly, why use W for jump? Space would be much more preferable.
Second, overall it's really hard to understand what the game wants from me. For example, I found this guy who (I think) wants apples. However I have no idea where I could find them. I searched everywhere and just got tired.
Ok. On the second go, this is kinda fun actually. And the inception like effect REALLY reminds of COCOON. So a few things that you could improve:
1. Accessibility feature to toggle magnet mode, as my hand got a little tired holding shift
2. Some way to disable launch pads, as you really can't scale them when they are on such time areas (In red, and I think second ones in blue level)
Interesting game. However I got stuck really fast. First I decided to step off the red ramp to explore only to find vast nothing. The paths upwards wasn't intuitive at all.
And second, I got stuck on the purple launch pad. It doesn't seem to launch me far enough, and I have no idea how these cubes can help me.
Interesting game. Now unfortunately it's held back by many flaws. First thing that is really annoying is your lack of properly spelled words. If English isn't your first language, don't shy away from running your text against a spell checker.
Second rather annoying issue is how when you open building UI you still may click on other buildings and open their UI's. This is rather annoying if what I want to do is click a button.
Last but not least some sort of effect would be nice whenever building has a salary to be collected. Just a little effect or icon on top of building sprite would go a long way.
Really fun game. I'm impressed you made this in 48 hours.
One thing I didn't like was counting tiles in building mode. Would be nice if there was a way to measure things there too.
Also I saw one of your QR codes, but unfortunately my phone didn't want to pick it up
(Edit: saw the other one, cool little easter egg)
Edit 2: So it seems there are a few things which make it really easy to guess where things are: The size of the placement board is always exactly how big the room is. And the walls seem to be more valuable than anything else (Because there are way more of them than other stuff).
One time I accidentally pressed start heist before I placed cameras and stuff but had the walls in place. I still got 75% and heist was successful, despite me not even marking where the treasure is...
Edit 3: You can literally win level 1 by just placing outside walls, and get 66% on second level.
Interesting idea. However this is really too complicated. Not only these modules have no description of any kind, but also the moment you hit simulate the whole thing starts fumbling in all sorts of ways out of control. In the few attempts I have I couldn't build anything that I could actually control.