A nice puzzle game, with a twist to the usual sokoban. Only thing that's missing is a way to know that you finished the game.
cheatingconjurer
Creator of
Recent community posts
The jetpack is fun.
It would be better if time is paused while the tutorial text appears, because after reading the tutorial, there are a lot of orcs attacking the nexus and you barely have a chance to defeat them all in time. Also, saying "press E to skip" is misleading because it makes you think that pressing E skips the whole tutorial.
The WebGL-build does not have sound.
Extremely good game! It is very hard though. The part where you drop down and climb back up is hard in an un-fun way. The flipping of gravity is a bit confusing, but in a fun way. I am currently stuck there.
Anyways i like the idea of time slowing down and speeding up in certain zones, this is a solid puzzle platformer!
Edit: I beat the game. I like how you can enter the elevator while sideways, it looks really funny.
Could be a fun local multiplayer game.
I like:
- the graphics (especially the cat looking in)
- the game being in a near-finished state
- The idea of a local multiplayer game
I don't like:
- If you are playing alone, the game is a bit repetitive and boring
- The credits window in the main menu is too transparent
- It took me some time to realize the bars need to be depleted, not filled. made me collect the wrong things. Because of this, it was unclear to me when the game ends, which almost made me quit.
- Jumping high requires you to keep holding the jump key or spam it mid-air. This is not comfortable.
I like the graphics and the idea of platforms becoming solid/non-solid with time, but there are a few problems with your game:
- The ghost starts halfways outside of the screen, which made me not know how to play the game for a while
- In order to complete the first level, you need a special jump since a normal jump does not work. This needs better explanation. You did display some button inputs during the first level, however i do not understand them.
ideas
bullet-repelling bullets: they rotate other bullets in a (very wide) range to move away from the point of impact when they impact
bullet-attracting bullets: same as bullet-repelling bullets, but attracts bullets
shockwave: knocks all enemies away from the point of impact (either only a little bit or with a maximum distance per time period
big bullet: bullet has wider radius
wind: a debuff combined with other benefits. ("shoot 6 wind bullets twice for 1 energy", "shoot a big piercing wind bullet for", "the next attack has wind and bounce and pierce", "the next attack is combined with a copy of it that has wind and bullet-attracting". knocks enemies back(a lot more then shockwave) instead of killing them. also flies much faster. When combined with love, the love only has a chance of 2.5% to apply.
repulse: AOE on impact. enemies move out of the AOE once before continuing to move towards the player.
scatter:makes bullets from the next attack have a slight randomness in their rotation
split: bullet turns into 2 bullets rotated 45° in opposite angles instead of disappearing, X times.
vibrate: makes bullets move sideways like a sine wave
portal: costs X. next attack you play has X less energy cost (minimum 0), but has a delay of 10 seconds
enchant: next attack improvement effect will apply to the next attack on the same card slot instead of the next attack
autoclicker: applies to the slot it is played on. automatically plays card (if there is enough energy) every 2sec on the mouse position specified when the card was played. if an autoclicker is already in play, the card is free, makes the autoclicker disappear and shoots 1 bullet.
discard: next card you play is free and doesn't have any effect
die: costs X. plays a random card that's not on your hand and costs X or less. unspent energy is regained. (if there is no card cheaper then or equally as expensive as the die, X random enemies die. joke feature maybe don't do that or make it a seperate card)
a card that lets you regain health: shoots 1 bullet for 2 energy. stacks on the card slot. (goes away when played on an other card slot or if an other card is played on this slot.) if it is stacked to 4, the stack disappears and you gain 1 heart.
structures: you can have a maximum of 4 structures in play, placed at mouse position. they are destroyed by enemies or by your own bullets. maybe they also time out?
turret: turrets fire an additional bullet each time you attack, but energy regenerates slower if there is at least 1 turret in play.
barrel: explodes when hit by your own bullet
regenerator: lets the player regain 1 heart every 3 minutes. player loses 1 heart if it is destroyed.
passive powerup that doubles the lifetime of bouncing bullets
passive powerup that makes explosions bigger
passive powerup that makes it so if you doubleclick a spot, all cards are aimed at that spot automatically (you don't have to aim anymore) until you doubleclick again
passive powerup that gives u 1 more hand card
passive scatter for every card
passive enchant for every card
passive 50% big chance

