Amazing work if all the fixes! This is simply a very clever puzzle game that also showcases quick thinking skills. This is a really solid demo, and I'd love to see more!
nightworks
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I guess it can be a feature after one has reached an ending to allow them to experience the story the way it's supposed to be first before showing them a timeline of their choices to which they can go to a specific question to try to go a different path. However, this might be more complicated due to your bargaining feature. I mostly suggested this because I tried to find an ending that was complete but felt like filling it out again took too long.
A game that kind of uses this timeline mechanic is some of the later entries in the stickman Steal the Diamond series done in Flash such as the game "Fleeing the Complex" where they have a map that shows the branches where you have been and lets you go back to a point but doesn't show you all the possibilities immediately.
Woah this is amazingly done from the animation to the music! I did reach the demo message a few times, so I'm looking forward to seeing the completed story. As there is a lot of choices, I wonder if there is a way that you can go to some save point to see the branching narrative instead of playing it all over again, but what you have here is great and I'll love to see more!
Dude this is gorgeous. From the quick reset button, the level layouts, the tiny icon reminding you of the relationships and most of all the little characters, just amazing work all around. I love how I felt like I learned something after each run and how quickly I can reset the board. Just fabulous work all around!
I love the artstyle and mechanics of this game! This is a very solid entry and the only things I would suggest is possibly letting the Bork meter go down when you're not near cats and/or making the controls a bit faster as I took an embarrassingly long time just to pass the tutorial. Still, great work all round!
I really enjoyed this mechanic! All I would suggest is to have a reset button, like R to reset, so that the player doesn't have to wait until the stickfigure goes to the goal if they already know that they failed. I appreciate how the minion is destroyed if it reaches the set target first, forcing the player to think about intercepting the stickfigure and not just blocking them.
This is a great concept that was executed quite clearly. Flipping the screens around really added to the difficulty. Having the switch be based on a timer is completely understandable for the jam, but I wonder if that's something that can be changed later because I did find myself waiting sometimes just for the timer to run out. Still, great job on your entry!
This game was longer than I expected! The keyboard mashing gameplay seemed very unique to me, and I'm afraid that I might've broke something while playing it. I did find the difficulty slope a little too difficult for my keyboard-wary fingers, but I still really enjoyed the story elements and fitting aesthetics.
This is a very humorous game! The guard funnily glitched about in place when it's about to close on the player, but it still felt funny and in tone with the game. It did take me a long time to notice that the controls were like that of controlling a car or vehicle rather than just straight directions.
The graphics look amazing, but I had trouble starting to play as I would fall asleep way too early before I can find any object or tool. There seems to be a lot of mechanics packed in the game judging by the menu, but I was not able to explore most of them as the beginning was too hard for me. Still, gorgeous work on the artstyle and kudos for working on all those mechanics.