It can be frustrating to get stuck, that's why we made it so pressing Q takes you back to the planning phase. Getting stuck isn't a bug, however, it's up to the player to make sure they build an unblocked path.
WayneMadeAGame
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Great entry, only reloading while you're standing still makes for interesting strategy but on some of the later levels it felt like there just weren't enough opportunities to reload without getting hit, I also found the mask that reduced reload time but the difference was barely noticeable. That said, it's a really fun game and I love your approach to the upgrades/buffs.
I liked what I saw of it, the lack of air control makes for a fun challenge, but had to give up after the 3rd apple. Being frustrating because of difficult gameplay is fine but the slow walking speed to get back to the start feels like wasting the players time, which is a much less fun kind of frustration. It's also slightly unfortunate since I didn't get far enough to see how it fits the limitation (and I imagine a lot of other people will be in the same boat), so can't really judge that.
The presentation is immaculate and you've really nailed the feeling of rising unease through with the pacing and subtle shifts like the music dropping out. I was a bit too difficult for me to get through though, the tricky platforming is fun when you're free to take you're time but it could afford to be a bit more forgiving when you're on a clock. Also, some of the jumps off the vines felt just unreasonable when you can't stop to line them up so it just became a game of trial and error. Overall though it's a great entry!
Really great concept, story and presentation but the gameplay has a few issues. It feels like sucking up good code should restore battery but it didn't seem to do anything so I just kept running out. Firing bad code at the sharks is a great idea but it only really works if there is bad code near you when you get attacked since you can't store it (or don't want to because blowing is faster and more energy efficient than sucking). It would also benefit from a way to skip the cutscene, it's great the first time around but pretty annoying to click through for another go.
This looks great and I love the idea but I couldn't get it to work. I managed to get though the first level (although the functions were reversed from the instructions, bottom one happened constantly, top only when I pressed the button) but it the second it just refused to populate an instruction into the bottom slot and just kept changing the top one, no matter how much I moved the wire.
Almost as addictive as the real thing! The one button controls are a good implementation of the limitation but it would be nice to have a bit more control and less waiting around. I loved the stock names and the little headlines and colouring the text made the information feel much less overwhelming, great job!
Yeah, I may have underestimated how long just getting things running would take so we ran out of time for balancing. We were also a bit limited by the number of assets we could make in time, planning to go back and expand on it, dialing in the balance and increasing variety are going to be big parts of that!
Glad you enjoyed it, I think the highest I've gone is around round 28 but that might have been on a less balanced version than the final build. The trick is to snatch up a bunch of extra plays, but that takes a bit of luck in the shops, something we'll definitely work on smoothing out if we expand on it!
Great concept, the collision detection seems to have a few issues as I kept getting stuck on stuff (including occasionally needing to jump over seemingly flat floor. I like that the level design leave a lot of room for player expression but I was able to clear most of it by just going as small as possible. That said, it's still a great entry, well done!
The concept is good but the levels feel a bit overdesigned as I was able to make it through a lot of them without using half the shapes and scalers, which works find as a platformer but takes a lot of the satisfaction out of the puzzling. That aside, the art is cute, the music sounds good and everything works very smoothly, well done!