Not a bad concept, but I think it needs more elements that influence the gameplay in the level (pre-placed permanent forces, for example), though maybe I didn't get far enough, and more clarity (nothing ingame shows you can have 5 anomalies at once, you don't really get a feet for when one is about to go out, they're not that different accross force levels visually, and it's hard to tell them apart if you put them close by). This feels like it could be a pretty precision-requiring kind of game so I would appreciate the extra clarity.
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Meteoro's itch.io pageComments
It took me a while to figure out what to do. I think a little set of tutorial levels that force you to use the different push/pull powers one by one would be a good fix!
After I got the hang of it I basically just used the strong pull for everything, and it mostly worked until the late levels. I would recommend some other stage hazards (map pieces, enemies) or even collectibles to encourage players to send the pellets on more interesting paths!
I'm too small braned for this. It seems really neat and I understand but I don't really get the play by player. Performance seems bad with it constantly chugging but I'm also on an 11 year old rig so take of that what you will. Nice progress, keep it up!
Played till level 10.
Very enjoyable concept, but the controls are somewhat hard. Too many options to cycle through to get the right anomaly, considering that it's very action heavy/fast paced.
Not sure what purpose the "walls/barriers" serve. I would simply put them down in the corner to not get in the way.
The "combo/charge" system is quite cool.
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