This gets so intense so fast. I thought the esc was a really good addition, though maybe it should only kick you back one level. It felt really rough to lose so much progress. Though perhaps that's part of the charm. I really enjoyed playing it, great submission!
cazualToast
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It was pretty difficult to get a handle on the controls, and even then I think I was missing some. I think the concept was sound though, and the parts that worked worked well. I especially like the ticket mini-game. I think it was an excellent way to add just a little bit of challenge. Good submission!
I figured it must have been shorter. Once I got into a rhythm it actually didn't feel too bad, but what if you just take the button press as the first input? After an attempt put a half-second ignoring input and then the first button press starts the next round? Maybe make it an option? Just ideas, loved the game, and will likely revisit it :)
Very difficult, but I really liked the idea. It's a pretty common puzzle trope, but made exceptionally difficult by the time limit. The simplistic theme was perfect, as you needed to be able to process the level quickly. I loved the music too. My only gripe was that for a game that only plays for one second, having a 3 second waiting period means you're spending at least 75% of the time waiting. You might try to find a way to shorten that :) Well done!
Yeah, I figured it was along those lines and I tried 4 or 5 times (and even soft-locked once), and couldn't seem to get them to line up properly. Something felt super weird about the jump physics too, I wasn't sure if it was my machine, or what. I might revisit it, because the screenshots look awesome and I want to see the rest.
How do you think it could be improved? The little I've been able to see other people play, it seems like some art and animation would have made it much more apparent how to move comfortably. I probably could have made the hitboxes a little more forgiving as well. But I'm curious what you thought it was.
Yeah, I wanted to get to ground movement, but I couldn't figure out quite how to integrate it with the floating bits. The 'z' was kind of a last minute change because playtesters (mostly me) kept getting stuck in mid air, and it wasn't a very enjoyable fail-state. The jump made more sense when there wasn't as much to grab, but I didn't want players floating off. I think the solution would probably be to only allow pulling moveable objects, then once it gets to the player, they can jump to their destination. Thanks for the feedback.
So good. Introduced the mechanics in a very cool metroid-vania way, the puzzles were challenging but not too difficult. I want a whole game. The points about checkpoints/respawns are very good, because I did get stuck, and the music got to be a little much after a while, but I still thoroughly enjoyed playing. The art and animations were awesome. Well done.