One of the more creative takes on the theme I've seen so far. Pretty neat idea, fun to play and very good presentation. My biggest issue is that rotating is kind of difficult to control, kind of wish you could specify which axis to rotate along somehow. Aside from that though this was really good, nice job.
SteveReen
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This was really cute, and had some clever ideas. I liked the use of physics, and the twist of manipulating the interface was pretty creative. Would have been nice to have some more levels but was enjoyable anyway. Lots of polish on the presentation too, I love that BOB reacted to me shrinking them instead of me. All around really nice entry, good job.
Decent idea but needs something more to really be fun. Some more different types of enemies with different behaviors would make the game more engaging; as it is now you kind of just move around touching the orbs for a while, and with how long it takes to get big there's not enough going on to keep it fun. I think the idea has some potential but the execution is a bit lacking as it is.
I felt my brain expand while playing this. Haha, loved it, really cool idea and very satisfying to solve the puzzles. I gave up on the very last level but I beat all the rest. I think it'd be neat if in more advanced levels you had the ability to switch which star you're manipulating manually somehow, but that's really the only criticism I have. Really cool game.
This was really cool, and a very creative take on the theme. It took a little bit for me to understand how things work but once I got it it was really fun. The use of orbits is pretty clever. The one big thing I think could be better is that I think you should be able to angle your shot manually rather than having to time it. The element of timing would still be there with the orbit mechanic and that would make retrying similar shots less of a pain. One other little thing is that I think on levels that span more than a single screen, it should automatically scroll when you get to the checkpoint. I didn't realize there was more to the level and was confused at first. Aside from those things though this was really cool, nicely done.
Pretty fun. The dynamic of shrinking to go fast but having less control is pretty interesting and was utilized pretty well. Some pretty cool level design overall. The speed was pretty hectic but that made it fun in a way; I can see this being fun to try to get better at and execute with more precision. My biggest complaint is that there is no gamepad support; I'm not good at platforming on a keyboard haha.
I see, I didn't notice that limit at all and the tutorial text was still saying to click and drag, so it just seemed like something wasn't working. I think having the tutorial text mention the limit as well as having some instant feedback to dragging, like selection box that updates while you're dragging and highlights the tiles that would be affected, would go a long way. With that aside, the game is actually very good. I didn't get all the way through it yet but I got through a bunch of the puzzles. A lot of cool emergent properties that come from the core mechanic and I had some fun realizations about how to solve some of the puzzles. Good job, just the one complaint I have is that UI issue, but it's a much smaller issue now that I understand it. I've updated my rating with this in mind.
This was neat, and I also immediately thought of Rhythm Heaven when the theme was announced, haha. The game was fun but sometimes things behaved in ways I didn't expect and it wasn't clear why. For example sometimes when I push the nut horizontally it rotates but sometimes it doesn't; it was never clear why that was to me. In the level with 3 launcher thingies the screw would not activate the launcher if the nut was directly to the left, even though that looked like it could have been a valid solution.
Maybe an interesting idea but the click and drag controls were just not working well for me. The lack of any feedback to clicking and dragging made it impossible to know if I was doing the right thing and I only got the scale mechanic to actually work a couple times, heh. I can see the potential in the idea but unfortunately I just couldn't get over the control issue.
EDIT: I was able to get past this, see replies.
This was surprisingly fun and pretty addictive haha. Clever take on the theme, and fun little arcadey kind of game. I was thinking to expand the game it might be cool if later rounds used multiple tracks to add more usage to moving the laser forward and backward, and to make things even more hectic. Another suggestion would be an endless mode to just see how long you can go until you get some number of mistakes. Anyway nice job, really enjoyed this.
Wow, I really like this. Really cool concept and executed well in puzzles from what I played. I also like the Portal-esque presentation. My one issue is that the way carrying and throwing objects works feels a bit janky at times especially when the objects are large. I'm sure that's not easy to get right but it got in the way at the level that introduces the key encoder, which was where I stopped. I may go back to it to try to get farther though. Very cool entry, I hope more people play it.
Pretty decent game, and pretty cool that you made a Game Boy game. Gives it an aesthetic that I like. Vertical platformers are fun but it didn't really utilize the theme beyond that. The theme doesn't really affect the gameplay at all other than that it's a vertical game, which in itself is not a super original idea. The controls/movement also felt like they could be improved but that's something that can be hard to get right in a platformer. It was also a little hard for me to find where I was supposed to go at times but I did make it to the end. Lastly, the game could use some more types of obstacles and hazards to make the ascent more interesting. Anyway not trying to come down super hard, just wanted to offer some areas I thought could be improved. Finishing anything in such a short time is not easy, so good job!
Thanks. Yeah, all the level design was kind of rushed in the last few hours before the deadline, and the way the more advanced mechanics are communicated is something I'm not super satisfied with as it is. One more level to introduce using the window to manipulate other objects before having to do it in a more complex way would have been good, but at the same time I like you to have to think a little to make that realization rather than just forcing it on you. That can be a tough balancing act.
This was really well done. Pretty basic take on the theme but very well executed. Puzzles had a nice escalation in difficulty and never got too crazy, and made decent use of the size mechanic. Little touches like the camera zoom based on your size are also pretty cool. Probably my only real complaint is that I don't like platforming with a keyboard, so gamepad support would be nice.
Thanks for playing. Yeah, the "rules" governing the mechanics in this are a bit abstract and confusing and I wasn't really able to communicate them in a way I'm really satisfied with.
As for the puzzle you got stuck on, if you're wondering: there are a few tricks you have to pick up on. First, when something is in one of those "window" looking tiles you can push them onto a grow/shrink/etc tile and the window takes on that effect. Using this you can "grow" the shrink tile to your size. After that you have to figure out how to trigger the switch that removes the window; something the same size as the switch needs to be moved onto it. The trick here is that the window tile will pick up the switch itself if you just push it onto it, but if the window has something else in it already then it will activate the switch like a box would. So you can put the (otherwise unused) split tile in the window and then push it onto the switch, which then allows you to use the enlarged shrink tile and get to the goal.
I really like this idea and it was pretty fun to play. One problem I had was that it's a little annoying when a note appears below the bottom middle area if you're standing there or passing through there, because it's impossible to see coming and hitting it might hurt you. I think if either notes couldn't appear there, or if you could see a bit below the play area there so that you could see notes before they hit you there it would be better. Part of me also feels like it might be good if you could see which color was going to come next, but I'm not sure. On one hand having only the current color visible makes you have to react every time you collect a note. But on the other hand sometimes there are multiple notes in your trajectory toward getting a note, and it'd be nice to be able to plan around this a little more. You could jump and get the next 2 notes right next to each other with good timing and positioning, or you could see that one of them isn't the color you will want so you decide not to take that jump, etc. Finally, even though there is an explanation of scoring on the game page, I didn't see any indication of my score in game. It'd be nice to have a score display during gameplay. Anyway this was fun to play and it's cool that you got 5 different songs in within the jam.
A neat idea and a decently fun arcade style game. It'd be cool to see more ways of influencing the farmer's movement rather than just having it try to move directly toward you at all times. Maybe you could pick up traps or something. The moving terrain is cool but it'd be nice if there was some indication when one of them is about to rise or fall. Also, little thing but sometimes the collectible will spawn in the same spot multiple times in a row which is a little weird.
Decent game, but execution of certain aspects needs some work. The way enemies spawn could be improved; rather than just having another one spawn near it immediately when one is killed, it'd probably be better to have enemies spawn on some kind of randomized timers and in randomized locations so that you'd have to act quickly and react to where they spawn. The usage of the theme is alright, though in terms of gameplay it basically just amounts to a slightly different respawn mechanic from most other games. The health mechanic is pretty interesting.
Some decent variety in objectives here and an idea that has some potential. A few points I think could be improved. Firstly the controls for player 1 and player 2 aren't symmetrical which feels a little weird; I think p2's shoot button should be 5 instead of 2. Controller support for both players would be ideal though. Also, the execution of the role reversal concept is a bit flawed. As it is, when the border is red, completing the objective just gives the point to the other player, but this means once the border turns red both players are incentivized to just do nothing. There needs to be something more pushing the players to take some action that might complete the objective to make this more interesting. Anyway not bad overall and a local multiplayer game is a cool take on the role reversal theme, would like to see this fleshed out and improved.
Pretty fun, managed to get 3rd place on the leaderboard haha. There's a nice bit of depth to going fast with different mechanics, like the way acceleration works with jumping, and landing in slopes. The idea of going fast and then chasing your ghost is creative, but in this implementation it mostly amounts to "do your run twice." If you're trying to go as fast as possible the whole time, then you essentially lose as soon as you make any mistake on the chasing run. There's some potential for strategizing like intentionally slowing down in a specific spot in order to give yourself an opportunity to catch the ghost, but that will no longer work if you're trying to go for the best time possible. I found that the most effective way to win is to just start off slow, which allows you to almost immediately catch the ghost if you finish with a decent amount of speed. Anyway all that is to say, some more opportunities to gain some ground in the chasing phase would benefit the game. Maybe when running away vs chasing there could be slightly altered mechanics that require more intricate strategizing between the two. Aesthetics and presentation are pretty cool, though the simplistic shapes of the terrain make it look more like untiled geometry than an intentionally silhouetted aesthetic. One other thing, I found the weird high jump that you get if you press space too quickly upon landing to be pretty frustrating when trying to time jumps carefully. Anyway was still pretty fun to go for fast times, nice job.
This was fun. The random room layouts and different actions like sprinting and jumping give a decent variety of strategies from room to room which prevents it from feeling too repetitive. The take on the theme is alright, though not very mechanically interesting since the role you play as the player is no different from any other endless runner and the coins could just be enemies in another game. But the theme is just a starting point anyway and the game is pretty fun. Nice job. I managed to get 1183 meters in.
Interesting concept and fun little game. Level design was mostly pretty good with some of the earlier levels demonstrating mechanics effectively. The last level annoyed me a bit but I liked the rest. More levels would have been good and presentation is pretty bare bones, but other than that I really liked it. Nice job.
Really creative idea and use of the theme. Some solutions did feel too hard to figure out naturally, but I don't think the solution to that is very straightforward. If anything is hinted at by the game, then the concept is kind of ruined since it'd no longer feel like you were breaking the game if the solutions are signaled to you. So I do feel like my enjoyment was lessened when I hit a wall trying to figure something out but I don't know what the best way to address that would be.
Thanks for the feedback. This is an issue that puzzle games can often run into if they have a component of tight execution. I was aware of this while making it but ultimately decided that with a core mechanic based around motion, it makes sense to have some stuff that relies on tight timing in order to fully flesh out the idea. I do have some ideas for mitigating how difficult some of it is though, like adding a little delay after swapping before everything starts moving again, which would make successive swaps easier to pull off. Also, in a more fully developed version of this game some of the harder stuff here would probably be later in the game and possibly optional, but there's only so much time during the jam haha. Anyway thanks again for playing and for the comment.