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triple red

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A member registered Dec 15, 2018 · View creator page →

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Thanks for the comment! I think that the ambiguity of the information do put difficulty on finding something more in the game. I should probably add more items and direct the player to more choices in a single paragraph, so that the player can progress better.

Concept of changing controls each time is great. However, it can be really frustrating when the player loses a set of controls and falling to their death. So, I think some telegraphing about the next set of controls could be helpful.

Also, the level layout does not seem to be friendly to the player. Obstacles early on will already cause death to the player, making them start over. I think that you should start off simple, and do not give serious punishments to the player. Checkpoints will also help in making a platformer.

Good luck!

Thanks for the comment! It is actually written in Pascal, which is super old, so there is a Terminal-like box. :))

I love that the game makes heavy use of real-time actions. For example, the angled wall needs to be placed to deflect the ghost and be moved again the reorient Somni. This adds depth to the original puzzle solving aspect of the game.

I also love that the objects can both help you and hinder you. Like the light, which is useful to despawning ghosts, but will also trigger a fail when the player passes through it. Instead of keeping the light on, the player need to time the switch to despawn the ghost when it is on, and turn it off before the player passes through. I think this increase the diversity of how the levels can be, and it is a good idea.

Just a little nit-pick, portals can be placed out of bounds. The level shown in the thumbnail actually becomes easier by using this glitch, because you can direct the ghost away to the void.

Anyways, good concept! Good luck!

Nice work on flipping Tetris, and I love the fact that coloured pieces cannot be sent to the player with the same colour. It adds to the chaotic environment in the game.

Just a few nit-picks. Perhaps recolour all sent pieces to white so that the playfield is better seen? And the dropping speed can be faster perhaps? It feels frustrating having to wait for the piece to drop. Lastly, as the T piece actually changes parity of the playfield, maybe intentionally code that T pieces will not be barred from a certain player for, say, 3-4 sets of pieces? I don't know whether it is coded already, but it helps to be player-friendly.

Anyways, super fun game. Good luck!