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Thanks very much for the feedback! 

We have plans for a gallery mode once we're allowed to add new features.

We did go back and forth on the sensitivity a lot - if you disable Reactive Sensitivity in the settings, you can manually control the sensitivity with scroll wheel - maybe that would work better for you?

We also fixed the aim prediction to be more accurate yesterday, hopefully that also helps.

(SPOILER ALERT, MAYBE?)

Thanks for asnwering! But rather than the sensitivity (which is very precise), i'm talking about the level design, since the last 2 levels have WAY too many bounces in comparison to the first 8. I wouldn't know how to describe it, so i'll give an example with my experience:

The first 8 levels requires you to THINK which targets to hit, how many times using the set mechanics & which ignore, and based on that PREDICT where to stand, aim and move things with Mint, using an aproximate mental image of how the bullet would bounce. That's good for a puzzle game because it gives you the sensation of CONTROL and fullfilment of understanding what you are doing and why. (My favourite is the level 7, having to take advantage of a prop that dissapears after the first bounce)

Meanwhile in the last 2 levels (Even if you do that same thinking process and put everything in place) you need to spend 5 whole minutes (if not more) searching for that miraculous pixel that helps you hit everything you need, requiring more luck with the mouse rather than understanding and prediction. That's where my problem is (The worse is the level 9, i'll have eternal nightmares about them...)

I personally atribute that to the amount of bounces needed because of the amount of robogoons and where they stand alonside other props, being more of a level design problem. Aparently the more you change directions, the sloppier(heh) and less predictable the trayectory of the bullet gets, ending with a final image that is more of an aberration that i simply can't understand when you do a succesful shot.

But again, it may be a skill issue and i played it like a game journalist or smt. I'm no expert, if that's the case please ignore this comment.

But the sensitivity is fine, i promise haha


In short: Put the gallery mode, let me apreciate them tidd- *gets shot*

Another very cringey thing that occurred to me: I'm really intrigued by the "right shot" you guys thought of.

We, as players, can only guess at the possible correct answers and therefore try everything randomly until something works. That means there's a chance to complete levels in ways the developers never thought of. Especially considering that the shooting system is much more flexible and not as rigid as, for example, Helltaker's movement system, where each level has one and only one possible solution.

But what about the solution YOU had in mind? I'm curious what would be the solution you prepared for the last 3 levels (because those levels have a much steeper difficulty curve compared to the other 7)

Maybe it's unreasonable to ask this and defeats the entire purpose of the game by revealing the answers, but could I ask for a video tutorial with the "correct solutions"?

As a simple way to assure players that it's our fault and not the game design if a level takes longer to complete
(I'll go die of cringe after basically anouncing "game too hard, please give monkey easy mode", bye :v/)

We actually posted a pdf with example solutions on the game page a couple days ago, hopefully that's what you have in mind.  Some of these weren't the original intended solutions, but rather optimized solutions for ease of completion, but they're approximately the intended solutions in most cases.

Hmmm, gotcha - this is very helpful and thoughtful feedback, thank you very much!

If we do work more on the game after the jam is over, I'll try and take this into account.