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Armadillodisco

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A member registered Oct 26, 2020 · View creator page →

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TBH, I think the concept is a bit bland but I loved the aesthetic. Keep the look and apply it to a different game.

Well blue is supposed to help with right synergy, but due to game jam time constraints, i didn't get the chance to add some features that would allow blue to be used more effectively. i.e. there was going to be a combat system where blue could be boosted by red if they contact to generate a power attack, plus a charged quick stop that would give blue a bit more control.


Thanks for playing though!

Yeah tbh, the scoring system wasn't really pre-planned, it was a last minute add-on to compensate for other missing features. OG there was going to be a health system but I found you died way too often.

That was actually my original idea but I felt having them on the same WASD control fit the theme better. Ball mode is one mode of many planned but the combat centric levels weren't really fun unless I added more abilities and interactions, which I didn't have a chance to do. Thanks for the feedback.

Very nice, the mechanic is similar to the Recorder from Talos Principle

Thanks for the feedback. I agree, I originally was going to have a health bar for it, but found I was dying way too often. I think having a health bar for the red and giving the blue some charged abilities would help.

I agree, time crunch meant a lot of ideas got unimplemented unfortunately. Thanks for the feedback tho.

This doesn't run, its just a html doc, no actual program

If you do expand this, please change the music

One of the few platformers I've played that use the joined controls in an interesting way. The concept could def be fleshed out into full game.

Concept is fine, but maybe needs some rework, it is disorienting, I them having horizontal momentum is an issue, it makes it way to easy for you to die, especially with how limited you field of vision is.

Like another commenter said, music is good. Gameplay was boring and the visuals did actually kinda hurt to look at, too many flashing and bright colors.

I think the general concept of having to play as the villan and then come back as the hero to fixe things, could be interesting but in a different game type, i.e. a platformer where the villian destroys the level to achieve an objective, but now as the hero you have to navigate the level you have "created" by destroying it. Here, I don't really see the point. It just feels like playing the level, then coming back and playing a less interesting version of it.

Also the frogs keep getting stuck with tongues out, making it impossible to capture them.

The game won't play, it keeps giving javascript error message

It kept crashing on the 3 level with the 4 hands when I grabbed and released one 

___________________________________________

############################################################################################

ERROR in

action number 1

of Draw Event

for object obj_Hand:

Cannot apply sqrt to negative number.

at gml_Object_obj_Hand_Draw_76

############################################################################################

gml_Object_obj_Hand_Draw_76 (line -1)

Yeah, I thought so too, I started a thing where you had a powered quick stop on a cooldown, but like all things, time didn't allow for it to be completed.

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Yeah I realized that too after the fact, I didn't encounter that scenario until I played it after submitting. There are a few other issues like that. I didn't give myself time to bug search. Originally there was going to be health bars, but I found you died waaaay too quickly.

I think the connection to the theme is iffy, but as far as puzzle games go it is def a good starting place. The E to interact is sometimes a little finicky, for a iso-view game the detection boxes for that interaction should be a little less strict.

I can't tell that clicking actually does anything. I clicked on the grey squares, both singular, hold, and rapid clicked and they still fell.

(1 edit)

I agree it came out a bit medicore, pressed for time and a few ideas I had to expand the concept couldn't be implemented in time. oh well