I guess you were around 70% of the way through.
SmoothProcess
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Thank you, I'm glad you enjoyed it :)
I have lots more free games, you can always have a look at my profile and see if you find something else that interest you: https://smoothprocess.itch.io/
That’s a really nice idea if I would continue with this. But I don’t think I want to (...)
Yeah, I figured that was likely the case. I just mentioned it because I think it's useful to think about regardless, to improve our understanding of game design.
Let me know if you'd like to team up with me for a future trijam. You can look for me on the trijam discord.
Neat.
Although it seems you're showing off a clever idea that's not very functional as a game.
Understanding the rules of the game comes with a pretty high barrier to entry: you need to be familiar with a whole different game, playing it in reverse is just harder, and it's very difficult to tell what makes a good board state from a bad one.
The UI doesnt help much in understanding the game (it's only natural for such a complicated premise developed over this short a time frame).
I'd suggest you could ease the players into this game much better by first simplifying the initial state: instead of diving straight into a finished game first introduce a game that's a few moves in (this would give a simple solvable problem where the player can learn the rules), then another that's a few more and so on.
Nice minimalist aesthetic and the page goes with it, nice.
There doesn't seem to be enough variety to justify so many levels. Some levels are just the same thing you've already done but strung together a few times, which isn't anything new. This is exacerbated by the fact that in many of the puzzles you have to wait while the character rolls in an almost stop.
I think the game goes from too easy to too hard.
There's a lot of dead time at the start where the player needs to wait for the slow-moving enemies to get hit by the slow moving bullets.
And, because the enemies spawn in huge clumps, when the difficulty of each enemy increases, the difficulty of the wave increases multiplicatively.