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(+1)

I think this game would really benefit from being able to restart on the screen that you lost on. It's not all that exciting to play through a bunch of levels you've already beaten, especially as the early levels are pretty simple & similar to each other.

I think there's enough meat in terms of the actual execution that re-trying a level would not get too boring too quickly. (That is, I could easily see myself failing a more-difficult level multiple times in a row, even if I was able to quickly restart it).

Besides that, I quite like this. It's like an action puzzle game that resembles a programming puzzle game, something I haven't quite seen before. And, always fun to see games written in Rust. :)

(+1)

Thanks for the feedback! The ability to directly retry a level is an interesting idea -- though as a survive-as-long-as-possible game with randomly generated levels, it wouldn't fit very neatly into the design unless there was a lives system or similar. Perhaps it could fit in some kind of separate practice mode, though that would probably be out of scope for the immediate post-voting patch. (Or maybe a separate, more distinctly puzzle-ish game altogether with curated levels and special mechanics.)

Still, the core issue that there's way too much downtime between failure and getting back to interesting gameplay has been pointed out by several people already, so that's a big takeaway for me.

The fundamental idea I started off with was spatial looping of some kind, which then gained inspiration from repeats in sheet music, loops in programming, and this game I remembered playing a long time ago to turn into its final form. Glad to see people liking the concept! Also happy to be repping Rust in this jam. :)