I like how if you wanna maximize gold you have to build long paths, but to maximize skulls it's better to build short paths. Pretty interesting!
Vulflock
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This must be one of the best games of the jam!
There's nothing I didn't like about it, even the underwater section wasn't that bad.
I don't understand the secret messages, but I did notice that the last messages contents change sometimes.
Even if there was no secret ending, the game would still be great!
The game crashed around halfway through, but I managed to beat it after restarting it once. The whole time I was playing my GPU usage was at ~99%.
Besides that I liked the controls and the feel of the ship, but I wish the gravity-changing obstacles were a bigger part of the game or if there were some other obstacles on the main path.
And of course the game sounds and looks amazing!
That's some tight feeling controls. I liked it!
I also like how the timer goes transparent when the player is behind it.
There were a couple of times when I thought I could land on boxes but they were just background decorations and some background pillars looked like impassable walls to me.
Still a good game though!
Thanks for playing :)
As with anything procedural, there's always some luck involved, but the puzzle generator has a fair amount of settings to tweak - the main ones being grid size and the average amount of connections a puzzle should have.
Most puzzles have different parameters, but the generator is consistent enough with those parameters to create similarly difficult puzzles each time.
I looked into the code in more detail and I realized I didn't make turning framerate-independant. Well.. I tried, but I didn't do it properly. I used a mix of Time.deltaTime and Time.fixedDeltaTime in Update(), when I should have only used deltaTime. That's why the turning was incredibly slow on anything less than 60fps. Even 60fps was slow since I tweaked the settings when using 144fps...
It's a pretty dumb mistake, but I already fixed it and will update the game when the voting period ends.
There is a setting in the options menu to swap mouse buttons, but I'm noticing a trend that noone looks at the options menu... I probably could fix that by having a little pop-up when doing the first puzzle that tells you about the available options.
Also I wasn't sure which way should be the default rotation, so I just went with what was intuitive for me even though I do remember that similar puzzles in Warframe had it the other way. That never really made sense to me.
I'm glad you liked the game! :)
The intended path after the restoring the power is to follower the little drone. I added lights to it to make it seem important, but looking back I think that wasn't enough. I should have added some sound effects to it, or make it leave a trail as it was going to the next section of the game.
Thanks for the feedback!
I'm glad you enjoyed it!
A targeting reticle is actually an option in the game in both: the main menu and the pause menu. As for the movement, I realized that the web build and the standalone build were behaving differently and I should have made the rotation faster anyway, but I only caught that when there was no more time to change anything.
Also, yes there is an actual ending. You're supposed to follow the black objects left on the ground. I had the game play-tested by some friends and finding the way to go never seemed like an issue, but with sample size of 2 I should have been more diligent.
Thanks for the detailed review!
The game seems to want to be a stealth game, but the energy ticks down fast enough to make me want to rush a lot which devolves the game to running as fast as you can from a horde of robots looking for the exit. Speaking of the exit, it's difficult to notice from the top-down perspective. Adding a small light would help locating it a lot.
The AI itself seemed impressive, though and the level of polish is great, too!
The game doesn't run very well, takes up a lot of space and the loading times are pretty bad, but the game itself is a pretty good puzzle game. The only two complaints about the game itself is that the character moves a little slow and I wish that there was some sort of marker to show you where your fireball will go.
I made the first two fireballs in that specific attack give way more meter, but not be able to be sent back... I guess I should have made them look different or just scrapped the idea. I wanted to reward the player for parrying all three in a row, but executed that poorly. And I didn't even think about saving the skip tutorial option... Whoops... I'll remember that for next time!