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ObjectDisoriented

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A member registered Sep 23, 2019 · View creator page →

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Cheers!  Yeah, this was a huge rush job so the how to play ended up being a horribly bunched up set of scribblings I did in GIMP - better time management needed next time :P

I really needed to explain the mechanics better, but did you get that if you hit X it will delete blocks in reverse order to how they were placed?  

Thanks for the feedback, and congrats for completing!

(1 edit)

I'm not sure if some artifact of my abandoned wall jump mechanic or just general Unity Physics Jank is to blame for the magic boost corners, but I'm sure it's one of the two.  Unfortunately I was originally working on something ridiculously overambitious and had to bash this out on the last day when I realised there was no way I could finish the first one to any reasonable degree, so there was no time to smooth off the rough edges in the end.  

Not that it matters, but the original was similar to the arena game and one script sumo, losing abilities over time.  Good to see others actually managed to implement the idea, but at least I've learned something about setting realistic goals for next time round.  

Glad you enjoyed it!

Great work on the graphics and sound, the idea is great but the game itself is unfortunately quite limited - more variety in enemies, attacks or levels could have been good.

This was actually quite fun once I worked out the controls.  A bit more visual feedback or maybe a sound effect could be good on the shooting as it was difficult to tell it was working at times, but the incorporation of the theme by losing an ability each time is nice - I actually abandoned a similar concept because I couldn't get the balance down with the lost abilities, so well done for not chickening out of a difficult idea like I did!  If you could mix in a few new abilities and add some variety to the levels this could be a really good game.

Fun little game, I was on a second playthrough before I accidentally noticed the rock dropping mechanic though so it seems pretty optional.  Would be fun to see some slightly longer, more complex levels where the rock dropping is more of a requirement for success!