Amazing. I want so much more of this
PrettyStrange
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Unfortunately I was unable to play your submission. I get to the screen with the party hat, I press space, it says "Party. Hat. Games.", there are some particle effects at the bottom of the screen and music starts playing. The screen never changes, so I'm just staring at a party hat asking me to press any key.
I appreciate that WASD and arrow keys are both valid forms of input. This is good.
Great tile artwork. The bricks look really good.
Not a bad start, though I have some CC: Needing to collect a bunch of things before you can complete the level means you've started with nothing and ended with everything which would be more the opposite of the theme. Overall it has a feel of doing tasks rather than playing a game. That is to say: where's the fun? Maybe adding enemies could help. Something to make the task of getting the keys feel more interesting, you know? Keep it up. I believe this could end up being fairly fun with the right attention paid to it :)
Level1: Controls are WAY too touchy/sensitive. When being sent back to the start make sure to set the player's velocity to zero.
Level2: Due to the aforementioned sensitive controls, trying to traverse this section was frustrating rather than fun. Frustration sent me off to the next game.
Overall: Reminds me a bit of Super Meat Boy. Not bad for a collect-em-up, though as a collect-em-up it does not follow the prompt. Work on those controls, please. I would have liked to have gotten much further than I did.
Intro: Storytelling! I love knowing what I'm getting into rather than being thrown into the unknown. This is good.
First level: The single peasant gets stuck on items easily and the floor texture causes a sort of moire effect than can irritate users who are photosensitive. Also inconsistent pixel sizes as others have stated. Good call having both arrow keys and WASD working for movement. Eliminates a bit of confusion there.
Second level: Okay, so its still just a single peasant that becomes easily stuck. Level is the same difficulty, just longer.
Third level: Oh. He cant get stuck when there's nothing to get him stuck on and there's nowhere to go. Nice way to force an ending
I think this is a good start overall. I would allow the between-levels textbox buttons to be pressed with keys/buttons instead of only clickable via mouse.
Well, it runs way too fast to be playable and I can't tell if its intended to be this fast or if machines of different performance levels were not taken into consideration. Maybe try thinking of some other ways of converting the team as well. It feels very much like a pat-your-head-and-rub-your-stomach sort of thing at the moment.
Overall, I like the idea and think that its definitely something you should continue with. It has potential for sure.
Neat idea! I love a good puzzle game. Free feedback! :)
- Bumping into a guard who is standing on a switch causes the switch to become unpressed even though the guard is still standing on it.
- Level 3 potentially has the same solution as Level 2 depending on how the player solved Level 2
- On one occasion I noticed guards staying alive on extended spikes, but dying on retracted spikes
I like the idea, but here's some feedback on a couple things.
- Need more time to look at the map. After the time is up, there's no way to get it back without killing yourself. The timeout could be eliminated altogether as its really not necessary.
- If the game is played with keyboard, don't make the player use a mouse for menus, especially not between levels.
Fun concept, and the art looks very nice! A few bugs caused me to not get very far however:
- Movements between linked enemy and player can easily get out of sync. this can even lead to the enemy ending up inside the player without the player taking damage.
- There exists a condition where the player is unable to fire a quantum bullet after their linked enemy has died, causing the player to need to kill themselves and start the level over.
I like the concept! I found a few bugs that I think should be easy to solve:
- The machines don't seem to actually update whether they're connected to power unless you disconnect and reconnect wires sometimes. This is both exploitable (to win without finding the proper solution) and can also, on the other hand, impede or prevent the player from finding the actual solution.
- Finishing a level forces you to return to the title screen, which also forces you to need to use a mouse in a game where the mouse is otherwise unused.