Awesome, will do. Thank you!
26pt2
Creator of
Recent community posts
I like the idea, and the game plays well. Definitely need to give the player a reason to flip blocks around. Laying them flat all day seems like the only approach currently.
I definitely like the idea, maybe starting with some blocks on the bottom would be all it would take to force the player into using the interesting mechanics of merging and flipping to build your own pieces.
Thanks for sharing your game!
The game looks great. Wasn't really sure on strategy, and didn't get a ton of feedback on whether my actions were working. Won, anyway, which felt good :) Looks like you have a great start to something here, and the interface is nice and clean. I am guessing if you keep going on this and flush it out the gameplay will catch up to the great looking interface. Thanks for sharing!
Update: When I took land, that had good feedback, the other actions I didn't really know how to use strategically :)
Thanks for the feedback! Guessing the climb on the left got you, that is tough for sure. I have a hard time with the keyboard, feels easier with a gamepad. Having to climb back up is frustrating. If you small jump and have great slow fall timing you can make it a single jump. There are 10 levels, this should probably be 8 or 9 if not refactored a bit. Glad you didn't get stuck on a wall jump level!
Thanks again for playing and especially leaving feedback :)
Thanks for playing my game and leaving feedback, I really appreciate it.
If you hold jump with the hover ability you should hover at max height. Even so, you are totally right, no reason to have such tight tolerance. Asking for frustration, confirmed with your feedback :).
Wall jump is consistently mentioned as too tough. Today you do have 4 frames to hit jump early, but that is early from an "is_on_wall()" returning true. I can make that window larger but I suspect when players are early and trying to change direction this may never occur. I may have to play with a second hitbox and collision layers to tune it further if that is the case. My player has a pixel of overlap on the sides so this probably exaggerates the issue with poor visual feedback. Please let me know if this doesn't align with your experience.
Getting your feedback is awesome and I will definitely be tuning these mechanics up to feel better.
Thanks again!
I agree with a lot of the feedback already given. Really a good game and concept. Refining the controls would make it even better. Not really sure if I missed something with the "keep pressing space to climb on ledges" part. Once I realized you could accel by shooting that got me through a few obstacles. Was a little frustrating not knowing which colors to conserve using them to climb and having to go back and recollect the correct ones.
Concept is cool, options menu is nice and adds some fit and finish to the game. Adding the sprite animation was a surprising option. Thanks for sharing this game!
You're right, not having the shadow was definitely what made the perspective seem strange. Trying it again knowing that and it seems to be behaving correctly. Really must just be the subconscious expected the shadow.
I did beat the first full level. I use vim regularly, hitting escape is no big deal. Having joystick/gamepad support would be cool. I'd probably also drop the health meter and maybe focus on the balance aspect. Ever play marble madness for the NES?
Thanks for sharing your game!
3d, sweet! Game was tough for sure. I hit an issue starting the second level (second part of first level?) where the ball was kind of floating and eventually accelerated away in a random direction. If I gave it controls immediately it seemed to resolve the issue.
Nonetheless, 3d on your first go, impressed for sure! I am not that bold. Going to play a bit more and see if I can master the controls a little better to see more of the game
I really like the concept of this game. With a few clicks in the project settings menu you could have gamepad/joystick support too, which I think would suit this game well.
I did hit a hard lock in the tutorial after a few deaths. Actually had to reboot to recover on Windows.
Stick with it, this is pretty cool. I like that you have potential to create a lot of interesting puzzle kind of levels.
A fun game that plays well. Would be good with twin stick controls too I bet. I did beat the first 2 levels without killing any turrets because the metallic "hit" sound effect gave me the impression they were invincible. Glad they were destructible or the difficulty would have been super hard :). Nice job!
Thanks for checking out the game, more than once even!
Definitely having regrets about requiring wall jump so early. Thinking about making the mechanic easier. It can be used to wall climb straight up if you have good timing of letting off towards wall direction waiting (4 frames or more) then pressing towards the wall again and jump. For ping-pong style you definitely have to "get deep in the wall," haha, before giving it the other direction.
Do I make wall jump easier or delay requiring it until later levels? A little sad people are not getting to try levels built around the other abilities.
Thanks you for playing!
Thanks a ton for checking out my game and leaving constructive feedback!
I think you're on point with them spikes (all your comments really). A lot of things could probably improve the spikes but having the extra black where they attach is jarring for sure!
The background (star field I guess) was a late add I struggled with. I settled on motion to try and distinguish it from the foreground. Still images were not working out for me. I need to develop a better eye for color, graphics design, etc. You can barely read the game name in my banner screenshot for example... oops.
Games have so many aspects to consider!
Thanks again!
Thank you for the feedback on my game! If I continue with this game I think I need to ramp the difficulty slower. Probably a big mistep with game jammers trying to look at a bunch of games on a time budget. Goal was to have the player controller feel good even if the game got hard. Wall jump might be a sticking spot, and currently required early...
Thanks again for playing!
Thought of one thing that might contribute to its difficulty as it is today. If you are trying to jump away there is no forgiveness if you don't reach the wall. That is, you can be 4 frames early with a jump press, but if you are early with a direction change and you reach the wall more than 4 frames later, or don't reach, you will fail.
Update: Wall jump also doesn't give you any acceleration away from the wall (push off). I think this may make vertical climbing easier and an away kick more difficult.
Again, I really appreciate your feedback!
Thanks for trying my game and leaving feedback! I can tune the wall jump. I think it is set to an 8-frame window now. I think you need to be off the wall 4-frames (physics process calls) to use it to climb. I'll go back and validate this behavior as well.
Were you playing with a keyboard or joystick/gamepad?
Thanks again for giving my game a try!