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(+1)

It looks like I forgot to come back for more. Had a bit of time this morning. Here's as close as I can get to a roasting. Even this level of roastage is making me slightly uncomfortable, lol.

The intro screen had some typos and was generally a confusing read. It didn't make for a good first impression. I was left wondering "a lot of what?" after the first sentence. I was familiar with this definition of "lot," but it took some head scratching to figure out that "lot" was referring to the entire level / hive. This sort of gets cleared up in the next paragraph. I think you should have used asterisks for the winks and nudges in this text that isn't actually rendered markdown. I might have been more generous with the theme points if there was a bit more effort put in here.

It had instructions, so I didn't feel the need to read the game page until later which is when I discovered you could rotate pieces. Ideally I would have at least known this was possible from reading the intro screen.

The simple animations were a nice touch, but I'm not crazy about the animation when rotating pieces that consist of more than one hex. I think this would be better if the hexes rotated / animated "as one." There's also a bug here when you do a full rotation the piece seems to "jump."

The control issues were my main problem. Even in the github pages version, dragging pieces around is super janky. (I have a recording of this if you don't already know what I'm talking about)

There's a bug with the animated background where its speed doesn't get reset if the game ends by the timer elapsing, forcing you to play the next level in seizure-mode.

Wow, thank you for the wonderful feedback!

The initial screen was a last minute addition and a great reminder to plan for a proper tutorial. Once again I failed to do that. I hope I'll do better one day 😅. Arguably on-screen controls that go away once the player rotates a piece for the first time would probably be enough in this case.

The main jank in the gh version I'm aware of is moving the piece quickly, which feels just terrible. If I were to do a post-jam version, I'd probly revamp the whole drag and drop part of the game incl. rotations. Maybe I'd remove the snapping and just highlight the target hexes instead. 
I quite like the multi-hex rotation tween, but I'd a venture a guess it's style over substance and rotating whole pieces would be more readable.

Sorry about the headache-inducing BG. It seemed like a nice touch that the speed would be based on remaining time - shame that I messed it up 😅.