there seems to be a bug where it's possible to accidentally overlay the screen yellow. i dont remember what i did to cause it unfortunately
snazghoul
Recent community posts
neat puzzle game. interesting take on the theme
i wouldve liked to see some more unit types to shake up the puzzles even more, although i would have to think a lot about what that would entail.
the lack of audio hurts the game more than anything, the lack of signifyers for different colored units and goals is also likely to be an issue for colorblind players.
definitely a concept that could be built on further, i like it
Excellent. Great concept and pretty good execution.
Really captured managing the chaos of being out of control.
The only problems I have are mostly bugs, sometimes the pathfinding would be finicky and take the long way around to a position i wanted or not fire extinguish until prompted again.
The oxygen meter is very strict and i feel like the sitting on chairs to prevent them from burning up couldve been explained better in the the instructions.
I did finish the game in spite of dying over a dozen times, it was a really interesting challenge to solve.
Plane doesn't actually crash???? D: missed opportunity
REALLY GOOD THO, would love to see an improved version with a BETTER NAME
Really cool idea, love the comic at the start.
Didn't finish it because I got too frustrated at the 2nd checkpoint.
The lack of resetting the player along with the car wastes a lot of player time and just makes the game feel bad when the camera can't handle the reset. It's kind of annoying that the barrels(?) reset the player, and there's a lack of feedback indicating that it's happening.
Any sort of audio would go a long way to improving the feel of this game, some music and car noises, a crash sound for the car collisions etc.
I would play an improved version of this concept.
This is really cool! Being chased by a murderous flying sword and using to kill enemies is a great concept. I think it could be a bit better, might be more tense if the sword is faster and persistent the whole time after activating it rather than needing another prompt after 3 stabs. Maybe an enemy that can disable the sword if not maneuvered correctly.
The secret room was pretty great ;)
I'm guessing it was supposed to kill me tho :P
Congrats on the first game jam. I like the idea of having to fight monsters by using the environment instead of direct combat. However there's a lot of issues.
First off I got stuck in the Help screen with no means to return to the menu, I tried all the keys and there was no button I could click so I had to close the game and reopen it to play it.
The rocks are incredibly fast and appear with little warning, making them almost impossible to dodge. I see how this was supposed to create the lack of control by having to deal with falling rocks but because there's not much I can do about them I ended up just ignoring them instead.
It takes a really long time to kill the bosses so when I got immediately killed by the 4th boss I decided not to try again since there is no option to replay levels.
Finally the music doesn't loop so I had to close the game again in order to get the music back while playing.
It's a neat idea though, I hope you learned a lot making it.
Solid interpretation of the theme, I really like the visual style with the tv screen and iconographic game objects. Controls could be a bit clunky with trying to fit through doorways, a bit of subtle vacuuming on the character to squeeze through the doors would be appreciated. Biggest issue I'd say is its not very interactively compelling with just moving around.
good aesthetic, music and minimal art style gives it a lot of polish
mechanics work well, although i'd have liked to see a few other ways of interacting to add more variety and open up some opportunities for puzzles. currently the only challenge comes from really tight paths with spikes which encourages making lots of small launches and cheesing with the slowmo. i dont think this takes advantage of the mechanics as well as it could, it slows down the pace which removes a lot of the fun of launching the ball around
seems to be a bug on the 2nd hard level where collecting all the keys doesnt unlock the exit, so there might be content i couldnt access that addressing the previous paragraph