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1) Since I've mostly been the only person playing the game before the jam deadline, I've become somewhat accustomed to things in the game that aren't clearly conveyed to a new player. A meter above the B blocks, or even a circle-shaped gauge around the B blocks directly, might be more intuitive to show the amount of time left - whichever obscues the least amount of information about the above/surrounding blocks.

2) With the scrolling background -- is there any chance you can make a screencap of the seams between the repeating tiles? I can't seem to replicate it, or it might not register as a distortion to me (see above, becoming accustomed to certain things).

3) The part with the green blocks is concerning. Do you remember if they were glowing the same as other 'matched' blocks, or if any/many of them had been swapped before trying to clear them? I'm wondering if there's a blind spot in the code where they don't check for matches or receive the wrong information from neighboring blocks, or they were somehow not set to the same state as other instances.  Whatever the case, it's not a good look having a matching-blocks game where you're arbitrarily denied the ability to match.

Thanks for taking the time to test the game out! It's encouraging to get detailed feedback from you and everyone else. I know I'm on the right path with this game.

(+1)

Here's the weird seam-thing in a gif!

It's hard to notice in the gif, (much easier to see ingame since it's larger), but there's a small "wiggling" effect where I assume the pattern repeats itself. It's hardly noticeable, but I just thought it was something to note.


As for the bug, the green blocks were indeed poppable and had the glowing effect. I can't recall if I messed with that area beforehand, but I assume I didn't move a green block there myself, (otherwise I would have popped it as soon as I did). I tried to recreate it as best as I can in order to recreate the issue, but so far it seems to work as how it's intended. Hopefully you can find out what's wrong!