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Amazing, just amazing. I loved the puzzles, the aesthetics, and the fact that you have a level editor is super impressive and the icing on the cake.

Just a few suggestions for improvements, and these are all just to improve what is already a great game:

There is the potential to use musical sfx to a greater extent. The general rotate sfx did not gel with the background music, and feel part of it, in the same way that the cymbal crashes for success did. If you pushed this idea, perhaps using a melodic note on a synth that fits the harmony and timbral sophistication of the bgm, with the note chosen randomly from a scale, or ascending, even following a composed sequence of notes etc, it would be really nice.

The menus look gorgeous, but it would feel better if they were a little more responsive. Choosing a level quickly, it felt like the game was waiting for the animation to finish before starting the level. I'm not sure if this is because you are waiting for the level to load first, before changing what can be seen?

Anyway, don't worry about the above too much, I am so impressed with your game and I will definitely revisit the level editor when I have more time.

Thanks for sharing. I reaaally like this one.

Thanks for this detailed response. That's a solid idea for sound effects. They are very much chucked in at the moment. The crunch on the last day was unreal, especially in the heat and the sfx was low priority. There are a whole set of fully functioning mechanics that I could not get fixed in time to make the levels. They are available in the level editor. I am pretty sure that completing my levels is out of the scope of polish. Now I am pretty sure I have done all the polishing I can I will spend the next few days rating and then finish the levels in time for the awards. If you do visit the editor then the treats in store are as follows: fire blocks, like the hazard but turn you into a fire block too when you die. You have water (six sided solids) SSS which quench the fire blocks and evaporate. It will be interesting to explore them. There is a bomb SSS which takes out an area of 3x3 blocks, There are electric blocks which alternate on and off which like the fire blocks replicate on death but they also get you when balancing on the edge. The hard edge SSS can balance on electric blocks and will die if settled on one but remains itself so you can use them to make islands for other types. Then there are shuffle blocks that randomly become one of the other blocks when you roll off of them. All of that works in the polished version as far as I know. I wish I had not had such a hard time of it in the Sunday so I could have done those levels. The green boost SSS broke everything and plan b wiped my time out. So close. Sorry for the essay but its not obvious how much is waiting to be discovered in the custom editor yet so here it is. 

Ah the level load delay is due to loading the level. In the original it has a massive spike that I did not notice until people started playing. I have a pretty tasty set up so I did not get a hint of it. In the polish I spread the load out a bit more gently. I will sort it out so something holds that moment a bit nicer but on my machine it did it instantly so I had not planned to handle a delay there. I can live with it for now. Have you had a go on the polish 2 version? As far as I can tell I have got rid of the bugs

Yeah, I played the second polish version and had the loading delay on that version.

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I just clocked the game you made for the last one. I really liked that one. Happy to have an audio geek out if you want the deets

Thanks. Yeah, we should chat :) 

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Polish 3 has enough juice in it to make the wait for level load to feel ok now. Thanks again for the feedback. Sometimes you become blind to things because you know why they are happening. Finding out how that impacts on people is what is so valuable to me about the Jams.