No problem at all, thanks for confirming!
MatAttack
Creator of
Recent community posts
This was really fun, congratulations! The way the objects would help push the player characters up and on top of them was a really nice touch for enjoyment. After a few runs I started to develop a strategy where I was constantly shrinking the things above me and growing the platform I was on. It was cool that the game naturally led me to this! Well done, this is the core of a really solid game.
I really enjoyed your stylistic vision and theming for this game! Wacky physics always make for a fun game too. I think you have a great concept here and I hope you continue to build on it!
We also tried to turn wacky physics into a game mechanic in our game, but applied it to puzzle platforming. It's really fun seeing how different people applied the prompt to build things that are similar and yet still different.
Bravo! I really enjoyed your game! You have the core of something really fun here, so I'm excited to see that you intend to continue to work on it. I also really like how you animated the player character while they are scaling.
The game we built has a similar core mechanic built around scaling the size of platforms that the character must walk on.
I like the style of this game. The monocolor is really nice, and the character controls smoothly. But I got stuck on the level where you have to shrink to start and must jump on top of two skulls and still defeat two more enemies without running out of lives. Tried for quite a while, but was completely stumped!
Sure thing! That moment is designed to teach the player that they sometimes have to shoot the platform that they're standing on. So you shoot the crate first, taking it's size multiplier. Then you shoot your platform, giving it the size multiplier (it shoots out to the right). Then you push the crate to the right and jump upward and onward. Let me know if you try it again! Hope you are able to see more levels!
Yeah, we had a really tough time figuring out how to communicate that to the player. We animated circles shooting out between the gun and the target and added expository text a couple times mentioning "exchange", but what we really needed was a way for the player to see when an object actually had a size multiplier or a speed multiplier on it! Then you would know that "oh, if I shoot that I can exchange my current size multiplier for that one". As is, it's not clear to the player why some objects don't interact with the phaser.
Thanks for playing!