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Brickless

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A member registered Feb 21, 2020 · View creator page →

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The start is very slow, with all the automated turrets and launchers being useless when you unlock them.

Once everything is upgraded it is a nice fireworks show!

Oh, I didn’t notice you could kill enemies that way!

That’s kind of a cool way to do the later waves when you have more shield.

Thanks for the suggestions!

The goal was to have the player dart from one side to the other with their eyes quickly but it turned out overwhelming for most. Bringing the information closer together might just be the solution.

Didn't find much reason to move around but it was a fun reaction game anyway.

The meta progression is a nice way to fine tune the difficulty so it's not too easy or hard for anyone!

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"I can squeeze in one more jam game before bed"-final boss

And it isn't just the same thing over and over but instead new types of puzzles get introduced again and again.

To be honest I did just circle behind all the enemies on the 3 moving vision blocks level, don't know if that was intended but it felt quite good outsmarting the guards skyrim-style :)

Thank you for trying! Gonna add difficulty options after the jam :)

You can try out the swimming in the tutorial! It's basically just slowly alternating between left and right click with the swimmers arm showing you what button you pressed last.

You can use the walls to rest and concentrate on the left side to regain some time but you can't swim up while doing so.

Happy you gave it a try :)

Missing the wall jump coyote time does make the 50/50 guesses a bit frustrating when you have to redo everything.

The distance count down is quite a unique take on the theme, great idea!

Jump throwing items to the register, rangling bunnies across the store, platforming across shelves.

Amazing how much mechanical debt you managed to squeeze into a normally quite simple concept of running back and forth in a store. Great game, and absolutely love the sound of the register going insane when you chain purchases together!

Wish there was more of it. I like these types of sequence puzzles.

Forced movement is a good idea!

That's a good point! Making custom music was sadly outside our expertise.

Thank you for playing

In hindsight a difficulty selection should have been higher priority.

Thank you for the feedback! and your kind words!

With how gas prices are going we might need this game more than we think.

I liked the night level the most as it did add some tension and checked your reflexes.

Having the console unlock gradually would have made this much more beginner friendly as the first count down is much too overwhelming and confusing with every dial, display and the log going.

I can see the potential in this as I have played for quite a few launches and unlocked quite a few entries. It really needs some more visuals to unlock this potential. Even a look at the rocket on the pad while the countdown is running so you can check a few dials by eye would really boost this games fun and lower the initial difficulty.

Even so it's a nice text "only" game.

The fact you can circle back through previous areas is really cool, giving even this tiny game some replicability! 

It was! Was just a bit confused why I died once at the start :D

I really like card games so I had to play as far as I could, made it to day 18!

At the end I managed to go into the negatives on money but until then it was a fun puzzle game :)

I don't quite understand where the pregnant lady came from but the game was quite fun.

Some of the enemies stopped moving half way to the fire.

It's quite impressive how much you managed to create in such a short time!

I didn't understand what the count down was really for, just to queue up my actions?

Played through it to the end and it has some really nice art. Was there any indication what the enemy was gonna do?

I played this way longer than I thought I would.

You really nailed down that addictive feeling.

When playing with the mouse you sometimes play a card instead of discarding it, probably because when you hover over it the card scales up and you aren't over the X anymore.

While I have played games like this before it is incredible that you managed to get this much content into the game!

While I have played games like this before it is incredible that you managed to get this much content into the game!

I don't really have any notes.

It's just a good, simple and fun game.

I really whish there were more levels, because it was quite a fun game!

For more satisfying aiming either don't use a projectile at all and just move the arrow along the projected lines with code OR simulate an invisible projectile while aiming to give a more accurate prediction. Physics simulations are notoriously unpredictable.

Getting into the game is quite brutal but once you figure it out it does click.

Can't say I fully enjoyed my time with it but it definitely is something I might get back into when I'm in the mood for a quite difficult, reflex based game.

With some more variety and a longer introduction period I could see this becoming more than just a Jam entry. Well done!

The art adds a nice touch :)

It would be good to capture the mouse for those mini games so you don't wander off the screen (especially in the screw driver portion).

Hey, thank you for playing and thank you for your feedback!

If the translation is correct then you are right there needs to be an explanation where a perfect hit is.

A perfect hit is when the arrows that fall and the arrows on the tiles overlap. A perfect hit makes a sharp "ping" sound while normal/bad hits make a dull sound. The type of hit and corresponding color is also displayed for a brief moment when you hit the arrow.

I should have made that more obvious since those small details are hard to notice while playing.

Quite the atmosphere. The items sometimes get lost when flying out of the tool box but you usually have multiple so it's not a great deal.

Using the seconds as currency for the next level is quite a nice incentive to focus on the task.

Ah, yes the game is quite hard for people that aren't used to rhythm games.

To effectively swim you need to alternate left and right click in sync with the beat. It heavily punishes mashing buttons, while the argument part on the left is much more forgiving on the timing.

Have you tried the tutorial? You can practise the individual parts there before jumping into the combined challenge.

Quite a poor choice of font for this one but the game behind it is quite good.

I would recommend this to anyone that likes typing tests and has a good memory.

Once the jam lockdown ends you need to change the keybinds to physical because it currently doesn't respect International keyboard layouts, for example the German one where Z and Y are switched.

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The swimming part of the tutorial is interactive, you can practise swimming until you get the hang of it.

You need to click left then right click rhythmically to the beat. Don't button mash and don't mix up your clicks.

The swimmers arm shows you which side you clicked on the last beat and you should click the other side once, then wait for the next beat.

Sorry for the confusion.

I played this for quite a while, it's fun!

The different pattern make for a nice variety and the record keeping gives a good incentive to continue playing.

A slightly more precise fall would be nice so you can aim which block to land on more easily would have been nice.

I liked the concept of salads stealing burger ingredients to make more salads instead of burgers.

At level 10 I realized the only thing that can kill is the floor and salads will just come to you.

Would have loved to see either the shelves or ingredients change places but for a few rounds it's quite fun, a few more enemy types and it could be a great casual game.

Very interesting concept. You can break the room transitions by instantly going back before the new room has loaded and once you gain the time addition power the game quickly breaks down (negative numbers on your life) but that is at the end so it's not a big problem.
I think if the camera was simply following you and not stuck to the room there could have been more difficult puzzles but I liked what was there. 

thx, I didn't get that all the water tiles where 16x32, not just the bottom ones.

Thank you for the feedback.

Yes the mechanic is poorly explained I definitely have to work on that. I have gotten some great tips on how to make that experience better and want to add those once the jam ends.

Thank you for the kind words. I agree that jams are great for experimentation.

Having talked with other jamers I plan to include some better explanations and rework some tutorial levels when the jam lockdown is over and I can patch the enemy movement bug that sometimes shifts/stacks enemies.

I think I got the hang of it, though a bit more explanation would have been good.

Did play it for a while because as a survivors like it is quite well made!

However the unused powers start to litter the screen after a while.

Small and simple. Would benefit from a rotating camera and I did find that enemies float out of reach if you move under them when they spawn in.