Any advice?
Painttist
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Thanks for playing and reviewing! The Duality theme is that the "upgrades" can potentially force you into some strange (but funny) movement options. So it is both "upgrade" and "downgrade" at the same time. Also most of the upgrades contain 2 different abilities, and there are 2 enemies. Definitely agree that this game needs a lot more polishing and content. Thanks for the suggestions!
The "upgrade" being potentially bad (i.e. locking / forcing weird movement) is part of the Duality theme. We initially designed so that all "upgrade" will contain two abilities. With only 6 grids and three actions mandatory, I also find it being a little restrictive. I think that part does need a little more balancing. Thanks for the feedback!
I like this concept of [separate -> collect], [join -> shoot] pattern. The screen shakes, SFX and animation are all very great! The controls might be an area for improvement. Having to constantly shift my right hand between mouse and arrow keys was pretty stressful, maybe the bone character can use a different movement control scheme? Anyways, one of the most polished I have played so far, good job!
Very cool arts & music! An interesting puzzle game once you start to understand it. The idea is cool but the controls for connecting robots is a bit strange. I would prefer to use right mouse click to release robots instead of G key. The animation for robot catching the power source is cool but seems a bit slow (also it doesn't flip). Other than that, great job!
I can totally understand the time constrains! (look at mine, unpolished to the degree that almost ruins the gameplay (but still worth a play!) ) so seeing a game so polished, with so much potential, I couldn't resist point out a thing or two. xD I think my suggestions are a bit rushed, so please take them not too seriously.
That music is the best I have listened to on this jam so far! The visuals are also one of the best I have seen! I think the puzzles are all quite interesting, and I think not being able to pause and think really makes the puzzle solving experience unique: You need to solve everything in one go! But following that idea, the enemy and obstacle design kinda contradicts the theme? The red chaotic enemies for example, while looks cool, doesn't show me its path / direction. This makes the game less a puzzle game but more a trial and error game when you just press restart over and over until you eventually tests out a path? I genuinely enjoyed this game a lot! Thanks for this cool looking and nice sounding game! (ps. and in case you are interested in my take on a puzzle game that focuses on "only one...", please check it out here! Feedbacks on the puzzle design / mechanics are especially welcomed!)
Thanks for the feedback! You can skip a level by pressing "S," restart level with "R", go back using "A", go to first level by pressing "Q" and sry I didn't manage to put in a skip animation button in time, maybe because I was stuck viewing the animation for too long during play-testing? xD Glad you enjoyed the puzzles!