Oh, now with this question I see that instructions are not 100 % clear as blue magnet has no M on it. Sorry for my mistake. The blue magnet still works as a magnet though, so ideal approach is to collect all matrixes, get to a point with clear view to blue magnet, rotate youself to it and press E to use your power and get to that blue magnet, which is the point of every level and will get you to the next level. I hope the instructions are clearer for you now!
Svetozar27
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I like the idea and of course the graphics are just stunning. From the beginning I felt like the projectile trajectory was hard to predict, but I eventually got used to it. My only problem is with the screen resolution, the game screen was too big and the fullscreen button sadly doesn't work for me. But otherwise, great job and thank you for hosting this jam!
Thank you so much for this comment! I'm glad you like my game. Unfortunately the difficulty for me is more of a point to consider in my future games, because this games rules (I found out that only 5 interactions with magnets are more limitating for me, than for the players XD) do not allow to make this game harder in an obvious way. That of course is a result of poor planning. But I'm still unsure if making the game harder would be to any good when the thing most people like about this game seems to be the relaxing mood it brings. Still thank you for sharing your opinion, it's always amazing to hear how different people think about the same game, it brings many new ideas and things to consider.
It's great that you made the PC port, now I can review it! The graphics are amazing and so is the music, good job! Also the controls ale smooth and the game itself feels well to play! There are few "bugs" in gameplay though. First, when i hit the pause button more times, it creates more pause menus. I'd use SetActive(true); SetActive(false); for the menu object rather than instantiating new menu each time, which I believe is what happened. Then when I press attack in air, I'm able to levitate, but it doesn't really matter in gameplay anyway. Then I'd make the soldiers attack a bit faster and the area of triggering the bosses a bit bigger, so they have a chance to fight back. Shame on me, but I killed every boss just by standing at the doors and throwing daggers at them :D. Poor bosses :/. Good job nonetheless!
Thank you so much for your kind words! I'm glad you like it. I see, that your game was made as a school project. We have that in common. I only wonder, at which school is game seen as possible graduation project? I wish I could make game as a graduation project :D, but at the end, thankfully, my thesis is at least also related to videogames. I'm so sorry and I apologize, that I cannot really play your game, I never play games on phone, I somehow don't enjoy playing on them. But it would be so cool if you could make a PC version, but I know it's a lot of work and it takes changing the game a lot. Your game looks cool though, I hope your graduation will be great. Good luck with that!
Hey, nice game, I love competing with myself so much, these games have a huge plus with me right from the start! I like the concept and frogish music playing in background. I like how i got significantly better with every play through, although my best time is at the end only 2:06, but hey, I play this after work, it's great result :D At the start of the game, I have a weird aspect ratio of it in browser, but that is not really that much of an issue. Also, don't eat weird mushrooms at your pond, kids!
Thank you so much for your comment! You've pointed out so many new problems here. It's amazing how everyone view this game from a totally different perpective. Using C for crouch feels natural to me, because i have hands all over the keyboard and I'm used to write with 10 fingers, also C stands for crouch, loool XD. But I totally can understand that for people not used to write like this, it may be a bit weird. Trying to break the game is encouraged! People may find out so many new things with this method :D. And with the sounds, it's really hard for me to do sounds and sound design, because I never ever really play games with sounds on, I'm used to listen to Youtube or Spotify when playing, so this is totally my weakest point. Thank you!
I don't really take it too harshly, I appreciate this conversation. From comments I've seen even under games of other people, I think community around the jams is a bit too positive, the comments are all about "this is great" and "awesome", while no game actually is without its cons. I kinda get it, we want to judge games by what it is and not by the bigger standards, for many developers, me including, this is their very first game and the encouragement we all get from this is amazing, the positive feedback here is giving me so much motivation to continue on my way of game development, I even already started new project, but thats exactly the problem. Everyone needs to know his weaker sides so he can work on them and I believe we all here are capable of doing it in such a nice way you did it, so we can get better and see the mistakes where we were not able to see them. Sad part of it in my case is that I knew about some problems but I didnt pay too much attention to them, until someone pointed them out. Some, like the clumsy movement on the other hand is a part of design and just wont change it, that is the soul of the game. In first version of game, there even was a tutorial, and even though I'm working hard on that new project, I'll probably make a last big update to RTFD with tutorial and some animations to make things more clear. I want this game to be in it's best state possible and you certainly helped me a lot with that! Sorry if it's too long to read :-D
Thank you so much for your feedback! Yeah, the "revealed" thing is about people walking behind the windows who can see you, so you have to time it right when you go, I even made their silhouette darker in this last patch, so its not as cofusing as it was earlier, but I understand that some may still not notice that. This feature is not in many levels though. We were kinda encouraged by our teacher not to do tutorials, because "clever games expain themselfs" but I guess it doesn't always work out XD