Very cool concept! Delightful seeing how the games interact! The interactions are very satisfying!
patrickgh3
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I like that you can leave and get an ending at different points! It makes me feel better about putting down the puzzle, and acknowledges that I at least made it pretty far. I also like how each ending has its own emotional impact.
Acknowledging the player leaving a puzzle, in a positive way, seems like something that could be added to lots of puzzle games!
I didn't solve what I think is the final puzzle, but I enjoyed getting to where I did, and making it out with a chip of the artifact!
Very neat dynamic sounds even when you only have 1 button of input! Fun to play around with the different modes. 6 might be my favorite. I had trouble with the cryptic navigation, and had to watch the video in the comments to progress a lot of the time, but I also imagine that's the intended experience.
This is cool! I like this combination of flexible movement mechanics and randomly generated levels. I have to figure my own way out! And it's often fiddly but I can make it work!
I'm curious, how did you choose which levels to put in the game? Were these the best ones, or are they sort of random?
Also, I'm curious why the level isn't actually randomly generated each time I play? Was it maybe too chaotic or unbeatable?
A cute and satisfying set of mechanics, as usual from your games! :) I like how the mechanics synergize - creating, destroying, moving, and the minesweeper numbers.
I enjoyed reading your Pre-mortem. (And I recommend others skim it, if you're interested!) I think I understand what you mean with the awkwardness of the mechanics and with some of the puzzles. But from my perspective, it seems like you did a great job working with the mechanics you had, and making puzzles with constraints that are inviting to reason about (though still difficult to reason about! and sometimes trial-and-error-y as you mention). I'm glad you decided to wrap it up and publish it. :)
Funny idea. Similar to our team's entry, haha. I couldn't figure out what caused my score to be higher or lower. Or what causes the synergies. Or how to make a video about the given goal - I see some clips match the goal, but not all of them. I also couldn't understand what clips like "ChangeF" or "FeelThe" mean.
Additional control not listed: Space bar to start/stop the arrows
I had trouble with the controls. I could only build a simple rudimentary machine in infinite money mode, that only did left arrows at an irregular pattern. But it's an interesting idea building a network that outputs arrows for a dance game.
Victory! Inventing ramshackle robots frantically is a lot of fun and feels like something I haven't quite done in a game before. Seeing them flail and then improving my designs, and coming up with a design to brace against cannon shots - I just had a lot of fun! The clank sounds are quite satisfying too. I would enjoy seeing 2 people play versus mode against each other. I bet there are some really cool emergent strategies and build patterns.
I love this game. Just completed the true ending.
L: Love using items in creative ways to overcome obstacles. It's really unique and memorable, I want to make games like this. Unrelated to that, I dislike the fake walls, though I understand their purpose.
R: Nice audio work. The main Sylvie Lime theme is really going to stick with me.
T: Cute art and characters!
C: The characters, dialogue, and setting are endearing to me. Lots of touching moments, and hilarious moments! Heartfelt and special. It's also interesting seeing the items and the game through each character's eyes. And the design conflict between S and L is great food for thought for me, I'll be thinking on that.
S: Thanks for making this game happen! :)
Interesting idea. I thought of Null Hypothesis when playing, so it makes sense that it was an inspiration!
The action game structure is interesting. I like the idea of being able to get "good" at a "puzzle" game. Thinking on the fly about which angles and paths are the quickest/best to make the combinations I want, adds that layer on top.
In its current form though, I'm not a big fan of the action. I get frustrated when I get stunned multiple times in a row, when the two objects I want to combine fly far away from each other, when things just don't seem to line up, when I combine the wrong things, etc. But I can see what you were going for, maybe an easier difficulty is what I would want.
Nice tile-path-building game. I successfully completed a run after a few tries. The tiles where you get penalized each time you pass through them are interesting. It's also interesting being able to hold onto tiles in my hand, though sometimes it felt like I had no choice, such as when the tile I just drew is the only playable tile.
Cute game! I couldn't solve it, but I really enjoyed figuring out what was going on, and then how to accomplish goals. Very nice!
I would have liked some kind of world map so I didn't have to visualize the graph of the world in my head. Or even just some visual indication nearby the doors, like 1 changed tile, to remind me of where they lead.
Also, platforming challenges got a bit aggravating after a while. If I fall down that grey stone pit one more time... haha. It makes me wonder if the game could have been implemented as a top-down walker instead of a platformer, or otherwise remove platforming challenge. But I definitely understand you taking inspiration from those two games.