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.
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!
Yep I can totally see people spamming strong pull to finish the levels. Having a bad time thinking of puzzle elements for this game. Thanks for the feedback, I really appreciated!
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!
The game is really complicated and still missing a lot of visual feedback, I'm sorry. I'll take a look on the game's performance. Can you tell me what browser did you use? Again, thank you for playing!
That was actually pretty fun. Some more detailed instructions might be nice; I didn't really understand why some of my anomalies were disappearing immediately when I created them (even when I had no other anomalies on the screen).
Yea the game is lacking of visual feedbacks. The anomaly disappearing is caused when the player try to create an anomaly close to the witch / boss (there's a limit and without any visual feedback it's hard to tell). I really appreciated that you played my game. Thank you again!
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.
Yea the Battlefield (Endless mode) is still experimental and doesnt make any sense. I'll change the way the obstacles are spawned. Thank you for your feedback!
Comments
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.
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!
Thank you for playing!
Yep I can totally see people spamming strong pull to finish the levels. Having a bad time thinking of puzzle elements for this game. Thanks for the feedback, I really appreciated!
Didn't even realize I could change the anomaly properties, was just brute forcing with default settings and it didn't seem particularly difficult.
Thanks for playing!
That's a huge problem! I'll take a look! Thank you for your feedback!
left feedback on twitter, but keep tweak it, has potential :)
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!
Thanks for playing!
The game is really complicated and still missing a lot of visual feedback, I'm sorry. I'll take a look on the game's performance. Can you tell me what browser did you use? Again, thank you for playing!
No problem, the game's fine and interesting. I use Firefox. Historically I have issues with HTML5 so it may be out of your hands.
That was actually pretty fun. Some more detailed instructions might be nice; I didn't really understand why some of my anomalies were disappearing immediately when I created them (even when I had no other anomalies on the screen).
It'll be interesting to see how this turns out.
Thanks for playing!
Yea the game is lacking of visual feedbacks. The anomaly disappearing is caused when the player try to create an anomaly close to the witch / boss (there's a limit and without any visual feedback it's hard to tell). I really appreciated that you played my game. Thank you again!
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.
Thank you for playing!
Yea the Battlefield (Endless mode) is still experimental and doesnt make any sense. I'll change the way the obstacles are spawned. Thank you for your feedback!