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(+1)

This wasn't my type of game, so my enjoyment may have been less due to what it was rather than any inherent flaw with the game. That said, the concept of adaptive difficulty you implemented is something I haven't seen many games do, and it's a good feature. It makes the game as hard and easy as you want as well as making it part of the design as well. The wait feature makes this game more playable since if you had to move every time then there could have been more frustration (though maybe it could be removed for a harder mode). I was initially confused by the blue dots since I thought I had to collect them, but it turned out to be my movement options. If you ever want to expand this in the future (which could be done since the groundwork allows for such), multiplayer could likely make this more fun for me. Also, a story mode could be a good addition.

Hey, thank you for trying out the game even if it wasn't your type!

I do actually agree about the wait feature - it's definitely a great quality-of-life feature, but it also wasn't absolutely necessary for the game to work and it does make the game more complex. I think I ended up adding it to prevent softlocks and any frustration!

I will say that the spaghetti code disagrees that it's expandable, but multiplayer sounds very interesting. What did you have in mind for a multiplayer version of this game? In my head, I'm thinking of some pass-and-play mode now, where the board starts filled with enemies, and during a player's turn, they can either remove an enemy from the board or try to do the level to score points. Maybe everyone has a set amount of attempts they can take, and that the highest score at the end wins.

A story mode would also be interesting! It'd be a fun challenge to see how to implement it considering the random generation - and,  well, what the story would be, of course. Something about gathering colours, I'd imagine.

Thanks you for your feedback!

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For the multiplayer, I was thinking simultaneous play. There are three options for losing at a level.

1. If any player gets in the way of an enemy, everyone loses.

2. All players must get in the way of an enemy to lose.

3. The second option but also points get decreased in a fractional manner.

Another idea I thought of was more of a last man standing scenario. Like maybe a giant level with enemies randomly spawning in more and more (random despawning could also be included).

Ah yeah, coop multiplayer!

1 would be a fun screaming match, I feel! 2 allows for more collective brainpower, I think I'd prefer 3 the best, though!

Maybe the levels are bigger and players get placed on random positions. Since there are 4 different colors for buttons, each player could have the button assigned that matches their own color, but working together to just hit all buttons would be fun too! I think the random placement would help avoid 'optimal' moves for all players, instead requiring each player to think for themselves

Last man standing scenario also sounds pretty fun and intense! I would definitely get the red enemy out of that mode, haha

Thank you for the inspiration!