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(+1)
  • given that you can have -9 energy tiles and a max of 9 energy stored without the drain kicking in meaning that you end up in a situation were you need to plan out and rapidly inputs
  • based on the ‘you can reload if you get a bad generation’ it seems that the game doesn’t make sure a generation is solvable, I think this would be a quality update to the game, so that you don’t have to guess if a level is solvable (or just keep reloading until your sure it is).
  • menus are reasonably well done
  • instead of putting the instructions in the menu, having them be part of the game play would be a great improvement.
  • the style of the buttons in the game play window clash with the style of art for the game itself.
  • the need to only clear 1/2 the tiles, while in the instructions, isn’t very clear in game - some sort of ‘you have cleared 50% and can continue’ UI event would be useful… IE the ‘next level’ button going from grey to clickable with a pulse effect or something to draw the eye to it.

Thanks for this great review. :)

I have made the tutorial like that because of the small time budget,.
I pan on adding more visual feedback for when you have unlocked the next level and low charge.
The decision to make the objective to collect 1/2 oft he map was made because the level is randomly generated. Originally it was something like 75% or some high number, but i changed it because as the levels get bigger they also get harder.

"the style of the buttons in the game play window clash with the style of art for the game itself"
Do you mean the side panel buttons that have a gradient sprite instead of the battery like menu icons?

(+1)

Do you mean the side panel buttons that have a gradient sprite instead of the battery like menu icons?

correct