Couldn't get the pick up action to work. How do you do it exactly? I sat next to a rock for a bit, but it always just disappears. I also tried using E, but I think because I never picked up the rock it never worked.
zoldy
Creator of
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Great closing card. I went for Red, but things got steamy when that smokeshow got close and I just couldn't do it. Maybe he's too good for me. Maybe he's too bad. Austin might be used to this kind of thing, but I can only imagine the bravery required and raw emotions Blake experienced while working on this. Nice work team.
Hi Jupiter, thanks for trying out my game - it's good to know what aspects were unclear and where I should be putting a little more time in. Speaking of which, the reason why the rings kept shuffling is because there was a clear line of sight betweeen the prisoner (the person in the middle of the rings) and the guards (the little red eyes on the rings).
Thanks for your compliments! The level generation process does often end up spawning trivial puzzles disappointingly often, and you're right to point out that hand-making the puzzles would likely turn out some more consistently interesting puzzles. I'd originally planned to do this, but some things outside the jam came up that necessitated my wrapping up early (hence the early publish date), and I still wanted to submit something.
I think your game shines most in the levels where you've got to move one plane while another in your fleet is still moving - more levels focusing on that aspect would be nice, if you intend to develop it further. The model planes you made are also really cool, what software did you use to build them?
This is a cool idea - I like that you mixed damaging bullets with the ones you can mirror. If you decide to work more on this game, I think it would be interesting to see different types of projectiles that change from damaging to reflectable on some condition (e.g. proximity, timer, enemy ship's health).