This is something to be proud of. I salute your ability at using, and having, teeth.
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Turns out the throw feature was crappy. I improved it and I made it so if the throw has 0 strength (can happen even when it shouldn't because lag and stuff) the phone is not thrown and you can try again. Also, you should have more control over the angle and distance. I suppose you have no time left to lose with this game, and that's ok. Just wanted you thank you for your feedback and tell you it was taken into account.
Only the Windows version has been updated at the moment. Other versions may follow (depends on my teammate).
Thanks for the feedbakc! We think the same. The aiming up and down part is semi-functional: the angle at which you drag the mouse influences the angle. But again, a UI would have helped make that more clear.
I really feel the theme. I tried a few times to get to the phone power up, but playing with a trackpad made me die quite quickly. Very cool game, and even though I couldn't use the phone, I think the idea of calling someone with it is awesome. Excellent implementation of the theme and special feature. Thank you for making this game!
Clever name, clever design. My buttonless trackpad is probably not the best input method, but I'm pretty sure it plays well with a mouse. If you ever think of changing the inputs, I'd suggest arrows to move, ASWD to attack and space to scan. Thank you for making this game!
Couldn't make it to the end since game restart on death. Would have loved a few checkpoints, but that's very personnal. Nice game, I liked the way things became progressively more glitchy. The telephone looked really pasted over an existing feature of an existing game though and didn't make much sense, but the gravity feature was still fun to use.
I see from your rating that you didn't like the game. Sorry for wasting your time. Do you know what kind of warning I could give people with similar tastes to avoid wasting their time too? Thanks!
The aesthetic (graphics+audio) is beautiful, and the difficulty is just right. Thank you for this pleasant experience :)
I encountered a small bug with a "hurt" sound playing endlessly when I beat the final boss, but it didn't affect my appreciation of your game.
Thanks, glad you liked it! Complexity is subjective though. This game's simplicity made it more popular on Facebook than my previous games, as it appealed more to non-gamers. Even my mom enjoyed it!
Thanks! Either you need to relax or not is your decision to make, but I'm glad Strings of Light raised that question. As for me, I found out relaxing helps me digest my learnings. The brain works in wonderful ways.
Thanks for feedback! I see where's the similitude between our games: that moment where the player has to decide for themself to stop playing, as it's all part of the game. You make me realize that's kind of a recurring thing in some of my recent games: have the player think about the real world. I've been thinking about it lately and this is what I came to understand about my motivations:
The french (my first language) word for entertainment is "divertissement" which would be best translatable as "self inflicted diversion". As such, I see entertainment as something that diverts us from our intended path. It is a desirable way to relax, but can never be a goal as a diversion is the semantic opposite of a goal. I could expend on that even more, but I fear it would make me forcibly integrate those ideas in future games. As for a future collab, as I already make games full time, participating in jams has become my way of bringing my own undiluted ideas to life without the need to explain anything to anyone, at least not when it comes to code or design. I've worked in teams in the past, and will probably go back to doing it someday. Until then, happy game making!