Thanks! Yeah, I noticed while I was playing myself that I wanted to move quick, especially on calmer segments, therefor I made sure to have quick animations that don't get in the way.
NitramiuZ
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Great level design and fun (and a little rage inducing) to play. Made it through til the end. I liked how far you could jump if you held space, it made for some cool level design that wouldn't been possible otherwise, and since you have the variable jump it didn't feel floaty. Three things I wished improved was:
1. Make the respawn a bit quicker
2. A little flash or something to let you know that the laser is turning on again (like 0.5s before it starts killing you)
3. Make it so if you are standing still on a button the laser doesn't reactivate (currently you have to exit and reenter it for it to not start again, which is completely understandable from a programming perspective, but it felt illogical in game)
Thanks for playing!
There are definitely at least two mechanics, they are just very close nit together. You can think like this: Would there still be a "game" if one of them was removed? Yes, you could have a game without the enemy ships, just having to travel between the stars (although this wouldn't be fun). You could also have a game were the objective wasn't to visit all the stars, but rather survive for long enough or something else entirely.
You could also see the space stations themself as a mechanic, they aren't 100% necessary but add a lot to the strategic depth.
I dunno if that's the right idea either, could make it very sudden and confusing. I don't know how to solve it tbh. Also I remember that I had some issues with the last of the info screens at the start, it felt very buggy like if I clicked it or tried closing it (maybe because I didn't click directly on it), sometimes if just felt frozen.
This is so awesome. The concept works so well and the variety shapes can be used for so many different things! In future levels you could even swap some of the shapes for even more possibilities.
I'm guessing it's probably to save dev time, but I really liked the "one big level" approach which let the player go their own non-linear path. I say keep it like that, you can still have "levels" like a normal puzzle game but have each level contain a few coins that you can pick in whatever order you'd like.
Only critique I have on the mechanics is that it did feel a bit janky when you were inbetween tiles, one puzzle could be solved by just spamming and hoping it lines up instead of doing the proper approach. But at the same time I like the fluidity of the movement, a grid based one maybe wouldn't feel as good. I guess you could make it so that the player smoothly "snaps" when you try to shapeshift, but otherwise have the movement as fluid as it is now.
I really like the jumping system and how it's forgiving at the same time as it's not. The way all of the herons moved towards me didn't feel quite right, like if there's something missing but I can't fully put my finger on it. I did manage to beat it on my third try, cool game! We certainly have some similarities between our submissions :D
Thanks! Sorry to hear you struggling. You may've been unlucky and got a really difficuly level, as all the levels are randomly generated! If you play again you may have an easier time (you can also get a new seed by pressing "G").
A stratigic tip is that you can try to lure all the ships to one corner of the map by walking on the stations, and then going to another spot while they are distracted.
Also just to make sure I hope you didn't miss the information about how ships won't follow you to stations of other colors, this is the key to stop them from chasing you.
Feel good to play! The audio is simple but adds a lot. I had some horrible lag spikes on web on like every third kill, but on the downloadable version it was fine. I noticed there is some kind of ammo system, cause sometimes I can't shoot, I just wished this ammo was clearly communicated to the player so I knew how to "save" it more effectively.
I'm so glad that you didn't have to restart the level every time you died, pretty sure I would've given up then. But I made it til the end with 19 deaths. Had to learn the timing to be able to defend myself, but then it was quite rewarding. I really like the visual and audio design, even if I got annoyed by the death sound since I died so much. Other than that, great entry! We totally have the same way of making games when it comes to trying to polish things from the get-go. :D