the concept is really cool but im bad at puzzle games so i cant get past the third level unfortunately
Retinas
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I could see this being a full game in its own right. The idea behind the gameplay feels completely unique, although I haven't played any rhythm games before so I don't know for sure. It gets incredibly hard at points but I could definitely see myself being able to get the hang of it if I could split my brain in two different directions. Very very well done.
It's quite simple, but it's still pretty fun. In terms of defending it's not that complex because you just have to circle strafe and kite the enemies, but in terms of attacking it's more complex because you have to try to only hit the alive enemies and not hit the dead ones, or else you make more. In the end I gave up before ever managing to survive to the end. I kept on dying because of the camera. I would keep on walking backwards into newly-spawned enemies. You might not need to zoom the camera out further to fix this. Maybe just make the camera move more in the direction you're moving. Or maybe do both of those things. I don't know, try your options with that and see what works if you feel like it. Also, is the title a reference to Blade Runner 2049? And did you come up with the title first and the concept second?
This game gives me the same vibe as Baba Is You, because any aspect of anything in the game can be used to control anything else in the game if the puzzle requires you to do so. It's really impressive. My initial reaction to the mechanics is wondering why it doesn't let you decide which directions the objects affect each other in. For example, why doesn't it let you make it so that when you push one box left, it makes another one move right? But I assume you thought of this during development and decided against it for some reason, and I assume that reason is either to make it simpler or to make it so that you can't cheat the puzzles.
I find games which you only control with mouse movements and no buttons interesting, because they usually have you controlling them in really unique ways which are unintuitive but still very possible to master. I definitely think I could've become good at controlling this if I'd played it for long enough, and that feeling of mastery could be really satisfying. I think if there was more to this game to actually motivate you to do that, then it could be good. If you weren't restricted by the time limit then you could've made levels for it instead of making it more arcade-style, which might've been better at getting players to master the controls. Because as it is now, a player would just go "I'm bad at this, this is the best score I'm gonna get, so I give up".
The concept is unique, and it works well. The platforming physics are very good for a first game, but you made one small mistake: you didn't give the player a terminal velocity. So if I start falling from the top of the screen, by the time I reach the middle I'm already falling too fast to react to anything. This ended up killing me a few times. With a couple of balancing tweaks to things like the weights spawning speed and the platform sizes and speeds, this could have a really tight gameplay loop.
The gimmick of this is good. It gets you to think ahead and reconsider what to do if you get it wrong. It was interesting towards the start, but the gimmick didn't really stay interesting for the whole thing. I feel like it's missing something small to make the last few levels less similar to the previous ones, but I'm not sure what. But still I understand that some things aren't possible in a 48-hour time limit.
Now that I've played more of it: The idea has potential but I don't think you figured out how to put that potential to work in time. Maybe it's because you have too much power over things. It's fun to build a path through the dungeon with the squares you want to visit along the way, but there's no down-side to just making a straight line full of treasure. If you'd had time to figure out some kind of risk-versus-reward dynamic to go along with that then this could've been quite good. But I can admire how ambitious you were, and how well you did it in the time limit.