Thanks for playing, as for delivering same color you can split lines with mixer, I guess it really should have been explained better.
Vuqo
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Thank you for the long feedback. After reading your and other comments, I see I may have overdone it with the difficulty. Making everything the same type of node is a great suggestion, and I'm also convinced now that a game like this needs to have something like an active pause where you can place things without time constraints or it will be hardly playable.
Clever idea and well put together. The sprites look nice, and the atmospheric music fits well. I didn't encounter any game-breaking or annoying bugs. As for minor things, I wouldn't mind slightly faster scene transitions after death, and controlling the scale with something like arrow keys would also be nice.
The game looks nice, the art style and music are very coherent and fit well. It can be a bit janky, like when I died after getting past a big spike but got the end screen instead of being able to restart the level. Pushing the box was also a bit buggy. But beyond that, it's quite enjoyable. I like that there is some story to it. Keep up the good work!
The idea itself is great, including gacha mechanics is a fun addition. Also, the fact that key mapping is included in the menu is fantastic—I don't see many games doing that, and it can make a huge difference. For the annoying stuff, destroying just one object per round feels a bit unnecessary. I think you should be able to destroy blocks you placed during the current building phase, as things can easily end up in a bad spot.
Thank you for the feedback, you gave me some interesting ideas. Placing a mixer if the line ends on an empty square is something I hadn’t really thought about, but I can see how it would actually simplify a lot of things. And the issue with floor generation is something I've encountered myself, but that's the challenge with procedurally generating levels—validating this would take a lot of time. I just hope it is not too bad.