I liked the control mechanic! very nice
sgykwi
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Hi! I'm glad you've enjoyed it! Its been a while but I think scoring is based on the maximum number of nodes visited by each sequence averaged over all the terminal nodes. I've updated the discord link but tbh I've kinda dropped off updating the game and no longer have my construct 3 license :( the game has picked up some attention though so maybe I'll start developing it again soon
That's an interesting way of completing the levels! I guess it's a side-effect of only needing a set amount of sequences to complete the level, there's not meant to be any discarded outputs. The point of the buffer is to combine two connections into one, so you can connect up different things to one action (I guess it was a bad naming choice, I copied the object from a buffer action I didn't use but never got around to changing the text). Here's how I use it in the first level with a buffer https://streamable.com/00n2jd . I'd love to see some of your solutions to the levels! I'm going to be posting updates in the discord server linked in the games description so I'd be grateful for your input during development
I really like how you didn't just set a maximum distance for the ships, the split screen effect looks amazing but it must've been a nightmare to implement! A few things weren't obvious at first like the small particles being the energy pickups but after learning a few thing this is a really fun game to play! My strategy was mainly to just constantly spam Q to move both ships quickly away from oncoming shapes and then just let the auto-fire take care of them.
Thank you! I'm going to try and a histogram-type scoreboard which shows how your solutions ranks against other players, and yeah I'm working on making the design of the elements easier to read. If you want updates on the game or to get free access to the beta I've put a discord server invite link in the games description
This is such an excellent game! It's incredibly satisfying watching the messages travel through the network, although this tranquil fascination quickly fades after the random events start happening and you realise half the network isn't receiving any packets! The core gameplay loop is nice and simple with the events making it enjoyable to play over time as you have to constantly adapt to network conditions. It's also nice how realistic thing are represented in the game. Really good work!
My only feedback is that I think a constantly visible indicator of how many connections a node has left before it's full would be usefull since I found in frantic moments I was just randomly hovering over different nodes to pick the first empty connection rather than being able to think strategically about it.
That's some very insightful feedback! Thank you! I'll definitely be implementing what you've suggested. My goal is to release an update in mid-july so if you want to suggest things whilst I'm developing the game I've put a discord server link in the games description, It'd be really helpful to have this kinda feedback throughout development. Do you have plans to continue developing your game jam entry?
Thanks Vykri! This game was heavily inspired by Zachtronics so I'm glad it gives the right feel. You're probably right about the names, I agree that push doesn't fit very well. The idea for this game came from a visualisation showing how the different list operations in Python work using shapes, so I didn't give much thought to the names and just copied the visualisation. I'm looking to release an updated version sometime next month so I'd love to hear any other feedback you have.
The movement is even more slippery than my game! Even though it's penalised I thought bouncing off the magnets was very satisfying. This is a really cool concept with a nice speedrunny feel and I would have loved to play more levels. If you do any more work on this game can I suggest you add a restart button please, when I know I've messed up I just want to quickly try again rather than have to go through 2 menus to get back into it
Amazing work, fits the Doom Eternal vibe perfectly. I specifically made my latest game jam entry an action shooter just so I could use your music, https://soggykiwi.itch.io/gauss-effect.
This is a nice game! The music really fits the vibe and the gameplay was fun once I realised I had to stop spraying and praying and actually preserve power for dodging attacks with the jetpack. The terrain generation works really well and adding the leg sprite angle changing as you look around was a nice touch. For a more responsive gameplay loop I would add some subtle effects to the shooting and mining actions such as some particle effects that shoot from the rocks when you mine them or making the enemies flash red when they take damage.
This certainly has the makings of a good game! I appreciated the fact that the nuclei actually have electrons orbiting them. My only tip as someone who's made a similar game for a previous jam is that the visuals should instinctively indicate if you can/can't absorb another atom, I feel like having to read the size of other atoms slows down the gameplay a bit. Either way this is a neat game so good job!