Yeah, rotating the tiles would be nice. I didn't do that because the tiles I had drawn had their connection points not 100% centered so could look weird when connected, but probably should have added rotation in some form despite that.
Swedishpancaces
Creator of
Recent community posts
Really solid fun puzzle-platformer game. I like the mechanic of using the platforms to throw the player over obstacles. I liked that the player movement was slightly "janky" for lack of a better term (when falling and stuff idk), it reminded me of old in browser games. The puzzles where clever and well thought out, would have loved for some more levels (and fixes to bugs like levels not finishing and rainbox things not turning the player, but yeah it's a 48h game jam).
The game would have really benefitted from some audio queues to stuff like hitting a wall or activating the rainbow things.
Really nice game, liked it a lot!
Potentially good mechanic for a puzzle game, but it did feel like it didn't have any real difficulty to it. Because there was no downside to placing a block, the player can just place blockades wherever they feel like and basically just clear each level by racting to the updated path. I also feel like the time based aspect of the puzzles should either be emphasised more or removed completely (through a pause function or similar). Because in it's current state the timed aspect doesn't enhance the puzzles in any real way, so either I would like to see the time aspect either removed completely (with some clever level design to make up for it) or I would like to see puzzles that are only solvabe then using time to your advantage.
I also found a bug where you could place block ontop of foods (the bad ones) and the pathfinding wouldn't update making the player walk into the wall continously (until I placed a block on the character and it spazzed a bit and then started the level over again).
Nice puzzle game with potential.
Really fun and interesting idea. Would love to see a more polished version!
SPOILERS:
The idea of having to try one room configuration to find clues you can use in another configuration is the idea I see in this game with the most potential. This makes the game more than just trying to figure out a mental model for how to piece together the rooms, but rather you must explore different configurations to see if one configuration gives you a clue on how to progress in another configuration. Though I only saw one puzzle of this kind in this game (the code thing), that was the most intriguing part about it. So more of that please :)
The unique narration for all of the room configurations where also a really nice touch, and with some more thought out puzzles and clever narration for those puzzles I think this game could really be something.
I liked the game, though it felt unclear as to how the player was supposed to get to the ocean. The tactic I employed felt like a trial and error combined with luck to get to the ocean. So if felt like I cheated/cheesed the game and missed something about it. (It was really difficult are first too)
I think it might have been even better if there was a strategy that the player was "supposed" to use (though it could be really hard so most players end-up breaking things anyway) so that the players can see what a "perfect" run looks like and try and fail miserably at doing such a run.
Great work!
Very interesting puzzle game with some challanging puzzles where you have to deconstruct them in an interesting way to find the solution. It also feels like everytime you try something you figure something out (very nice). It would be really nice to have an "undo" so that you don't have to reset everytime you figure what you've done wrong.
Unclear if I got to the last stage (the empty room with the moving light), it feels like I'm missing something.
The controls could also be a bit faster so every move doesn't feel so heavy.
Very nice game and concept!
Good fun game!
I did feel like the game would almost work better as a conventional twin-stick bullet hell game where you actually have control of where you shoot. But that wouldn't fit the theme :P (what I'm looking for is more speed and action I think)
There are definitely ways to make the random direction mechanic work well though I just don't have the solution for how to make it great. :)
The feedback to the player as to what is happening is really unclear. Sometimes the player can walk really close to the bad guys without being hurt and othertimes the player gets hurt. The punch mechanic is good, but the damage done is unclear as it seems to vary from hit to hit, sometimes it feels like the healthbar of the bad guys doesn't move when they are hit, othertimes they die.
The artstyle is nice.
Good work
As another commenter commented on, it's really hard to tell what the consecuenses of my actions in the game are. I see there are hints of resource management with the limited number of accessories you can give to your agents, but there never was a point where I felt I needed to weight the benefits of giving equipment to a agent vs not. This could be because there is no feedback on what the result of equipping accessories is. There also seems like there is no negative for just hiring new agents all of the time. I think there is a somewhat fun idea behind this is managing agents out in the field and equipping them with the right equpment.
Good work!
Nice fun platformer with a little bit of an annoying camera which made it hard to see different parts of the level (especially looking up was hard because the camera clipped into the geometry).
It would be nice to have the camera a bit further from the player too as the level is so big.
Other than the camera it was a fun time.
Very frustrating (not a bad thing) and hard puzzle platformer. I really like the idea and the trade-offs that the player has to make while playing. Though some level suffer from the typical platformer pitfall of not showing the upcomming parts of the level making the super quick reactions you have to pull off feel unfair. Really good game!
From what I understood of the game the player doesn't have any control over the character while playing the game (making it more of an experience). It would be an interesting idea for some kinf of game where the player has dialog choices but the character doesn't always say what the player pressed (within reason to not make it annoying).