I totally want to see the world record solutions for each level!
Very addicting....yet hardly imaginable a full scale game based on a skill that's WAY better done by an alghorythm.
I did feed a level into chatgpt to get the best possible answer...yet, great execution!
saharo
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I'm really sorry but with no explanation I just don't manage to play. With WASD I see the cube sliding. if it falls down a cliff, it loses health, and this rune on it goes dark, and the symbol on the top left changes...yet I can slide the cube toward the exit and finish the level in most cases...bug?
I totally dig the idea! Like a quick Scotland Yard (that boardgame where you ned to catch the bad guy guessing their location on the map) experience. Yet the parameters really don't work; the light radius can hardly give any information I can work with. It's like a real horror experience in a way. To get through it you need a lot of luck; I would like that the thrill of flashing the light and seeing the ghost was something I could count on in my playthrough....while most of the time I have so little data to work with, that it's way better to just make a blind run to the exit.,
Cute idea, lovely Japanese vibe for both the visuals and the mechanic (somehow I associate sticking together for a goal a very Japanese thing, sorry for stereotyping).
Funny that the idea is there and clear, and the level design doesn't reflect it at all!
Next time maybe make also only 1 level, but a level that uses the main game mechanic 🙏
Sorry for playing only 5 levels before commenting. I'm not sure if there's some idea hiding in the last 5 levels! In that case, I suggest (for next time) to put all your ideas as accessible as possible (the interface doesn't really help playing quick, as I can imagine the solution of a level very quickly, yet placing all the tiles takes really too much time).
Hope this is valuable feedback for you 🙏
Hey! You got a couple of 5 stars from me! There's something about a challenging platformer that are just so satisfying! I had lots of fun dying to the bad timing of a dash especially :D
There's something to say about game jams: make the game easy enough that who tries manages to play all the ideas...this is really not it 😊 maybe you tried just to make it challenging enough that I wouldn't play other games 🤣
On real feedback though: I was waiting so much for that sweet moment, where I had to manipulate Red into triggering a special ability in the right moment to pass an otherwise unbeatable piece of platforming. Yet, I gave up after a few levels (5 I think), and felt like if you didn't get that far into the design.
Mark Brown's words (paraphrased): the defining mechanic of a game, should influence as many aspect of the game as possible.
I seriously think that something in this direction plus some very neat platforming code (you know, Meatboy quality), and you have something really neat.
That's a sweet entry 😉
Wacky and weird, it touches all the right cords for a neat arcade! It could be a modern Tapper kind of fun and even better with the right fixes and polish.
I crave for any sort of live feedback (and as a sucker for GMTK videos, I can't not suffer 😂). If the choice is to remove all "arcade" kind of feedback - like flashing points, live score and so on - (which is awesome), the art has the job to give a feedback:
- how full are the customers?
- e.g. face more and more bloated, or leaning more and more on the table
- how good are the pancakes served?
- e.g. customers leave a tip based on the quality
Also, the waiter portion of the twin, is not pushed to work much as it is right now. Customers that come and go and have different needs would put the waiter would have a role that feels more like 50%.
Anyhow, long comment for a great entry!
Ohh......dammit. Can you believe I didn't manage to understand how the machine components in place? As I move them next to the central machine, there's sometimes a sound effect playing, but on the top right corner, only the first symbol becomes checked, while the others (no matter how many clogs I put next to the machines) stayed X.
Yet, something kept me playing! There's something here :D
Alright! Now it make sense! The Demon is on the left, that was a good clue :D
Again, cool idea! It would benefit of a redesign to enable some actual tactic:
- joined: it's only a matter of surviving, there's little tactic other than hoping that enough cards come up that don't kill you both
- unjoined: I feel like there's too much luck involved as it is right now. Maybe the human could somehow hint about the next action.
I like the idea I have to say. But the presentation is very very confusing, also for a prototype. I need the presentation to deliver me what's happening. After 5 games, I'm still not sure what the squares that change color are; and the Game Over and You Won sometimes came unexpectedly.
Maybe some screenshot in the itch.io page would help!