I also found myself thinking that if I want to hold the magnet as I enter a level, I want to hold it as I exit a level, also, and how messy that could potentially be for completing a level given all the different positions the magnet needs to be in as you collect keys across levels; but then I remembered the way Celeste handled some strawberries; so maybe the robot can collect the key whenever/however the player can accomplish it, but then the level ends when you reconnect with the magnet; I'm not sure! Just a few stray thoughts!
sasalaandrew
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I enjoyed it quite a bit, especially the final two puzzles which did give me the 'a-ha!' moment.
For making the magnet feel more integral to the experience, I think it would be good to have to have the little robot be carrying it in order to (at least) enter a level, it felt weird chucking it away just to open a door. My first move in each level was always to pick up the magnet, even before I looked at the level layout, so if I was already holding the magnet when I spawn in, it might make me feel more connected to it as a mechanic.
I also think that rounding out the player's hitbox on edges may have caused me to think platforming, rather than magnet polarity, was the solution to puzzle six; all the way on the right of the level I could ride the magnet up to the platform with a two way switch, but I could also jump to that platform if I timed it well; that led me pretty far astray from the elegant solution of dropping the magnet, having it naturally slide down-left on the ramp, and only then jumping across platforms to the goal. It led to interesting emergent mechanics, like tossing the magnet on top of the blue (-) block and wedging it between blocks. I also tried tossing the magnet onto the 'pressure switch' at the bottom of the level and then jumping my way back to the two-way switch; even though it felt obvious that wasn't the right solution, I kept trying it thinking 'maybe this time I can get the correct throwing angle,' and reset maybe six times after tossing the magnet to a spot I couldn't reach. So in that stage the jump was just a little too forgiving; perhaps giving the area with the two-way switch a 'lip' might make it clear you can/should only be able to get to it via riding the magnet up.
This was so clever and fun, and it fit the theme perfectly imo. It was very well designed, clear controls, and I love that the map zoomed out when my 'character' got sizeable. I ended up making all sorts of tiny adjustments to my rotation and moving really slowly once I had collected a bunch of objects. Just some really good fun to be had here!
I played all the way through to the end and I loved it! The concept was simple which made it really intuitive and meant that a lot of depth could be built in with the guards, directional-panels, spikes etc. I think my favorite thing about it is how it broke me out of the way I/we usually play platformers; almost every level had me calculating whether it would take fewer inputs to turn left and right to get across a platform, or fewer inputs to go at a sharp angle and time a few risky jumps. And because the player can't stop, that calculation has to take place quickly and it makes it extremely fun. I really really loved this!!! Honestly if you expand on this I would buy it!!! [I did think level 17 had a big difficulty spike but I got through it!]
This is a fun concept for sure, but I wasn't sure what goal I was supposed to be working toward, since the game didn't seem to be keeping track of my combos for anything; plus, I'm not sure if the string of each four inputs was randomly generated, but for my playthroughs, no combos started with a "left" input. But I really like the aesthetics and the idea, I think it just needs fleshed out more
I liked this a lot, it fit the theme extremely well too! I'd love to see some more indicators of where new fires will start, and how quickly/in which directions it might spread, but it's a really solid execution even in its current form; the different shapes for putting them out was also really clever and got me thinking critically about what to use, even in such a short period of time! Great work!
I really like the idea behind this, I think the control scheme would need some tweaking to feel better (I kept dying because of how my fingers/hands had to be positioned) but there were several moments where I was manically trying to type out the letters while still blocking and those moments were really fun!