weird bug, my sword disappeared and I could no longer fight.
Sub-Zero Squirrel
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So I keep coming back to this game. It's a great 10 minute game, and has a a lot of potential. I find myself trying to get a lower score. Today, I got it in 10. You could make this a daily competitive game by using System.Random(today's date) in order to shuffle your map tiles. Then people could compete for low scores each day. Make a leader board, even. I did that with my game Small Towns (minus the leader board), and people play it daily.
You might also not immediately end the game when all the tiles are revealed, but rather allow the player to continue to place tiles through the end of the day, then give points per tile placed, number of unassigned villagers, etc.
Also, this would work great on mobile. If you're interested in working together on something like that, I'd be happy to pitch in.
It took me a moment to figure out what I was supposed to be doing, maybe be a little description of how to play?
After I figured out to use the number keys, it was pretty simple, maybe a bit too easy, since you can basically spam the music with no ill effect. i did really enojy the music though. Well done!
Beautiful and simple. There's just one problem; there's no way for O to ever win. X can take the center cube and no matter what O does, X will connect 3 unless X makes some horrible mistake. That's why tic tac toe works in a 2d board. Even Connect 4 was developed with this in mind.
The only ways I can think of to make this fair is to add a third player or to require that the game has to be won on one of the faces and disallow the center cube as an option.
Otherwise, nicely done. The interface is simple and easy to navigate, and it is pleasing to the eye.
Hi! I imagine this is a study game for you. Great job. I wanted to let you know about a bug I found where in I can slow down the ball by trapping it against the side of the paddle and the edge of the screen for a couple of bounces.
If I had to guess why, I would say you're calculating the ball's new velocity after a hit based directly off of the velocity at the time of the hit. Instead, set a constant for your velocity and then multiply this with the normalized value of your new velocity after the hit.
i.e. new Velocity = mySpeed * NewVector2.normalized;
This will keep the ball moving at a consistent speed and the performance hit from the calculation will be negligible.
Keep up the good work!
Okay, I solved your puzzles, but I have some comments:
Escape room games should not rely on external tools to solve the puzzles. In order to solve this I had to:
- Look up a cypher from a book (the cypher is too short to solve on its own, and there's an error in the 6th character)
- Use a QR code reader (imagine if you were playing on your phone, you'd need another phone to read it)
- Use a hash solver
- reference a different alphabet (no spoiler)
Why is this a problem? Escape room games are supposed to put you in the position of the player trying to escape. Having to use external tools that the character would not have at their disposal breaks the experience.
What did i like? Firstly, the point and click interface was pretty decent. The inventory system was easy to work. The overall feel was decent. I would have liked to have played it full screen, however.
Also, what's the deal with the book? It has nothing to do with the game.
All this is meant to be positive criticism. I'm am not blasting your game, but merely my opinion.