Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ColorOptimist

124
Posts
2
Topics
5
Followers
40
Following
A member registered Sep 14, 2017 · View creator page →

Creator of

Recent community posts

This was my first game jam and it was definitely a fun experience! I learned a lot of things. I got a lot of insightful feedback for my project and I appreciate everyone that found the time to play and or even come across my game! I have a lot of improvements to work on, which is great!

There are so many great projects and cool ideas. So many fun things to see, so much diversity in the implementation of the game jam theme, and in all other areas. 

Kudos to everyone that participated and to all of you that submitted a project. If this was your first game jam, congrats!! It really is a huge milestone. Give yourself a huge round of applause, pat yourself on the back! You freakin' did it!! XD

I have been lurking in the game development shadows for quite some time without putting anything out, so this was a big step for me to move outside of being an imposter (lmao). Very empowering and reinforcing to know and feel that you did this jam... so then you can absolutely do another!

And hopefully to all the people that submitted projects and got feedback, that you are able to take that feedback and work with it, hopefully use it to make your project even better if you choose to continue working on it!

Happy devving!!   :D   

This was an interesting concept. 

At first I did not understand because I was clicking too close to my little center point instead of outward towards the trees. I think it is easy to misjudge how far away you will be able to click in order for the line to start growing out to that click point. I actually locked myself out from being able to play at first because I didn't click any trees right away. I clicked around my center point and because I didn't see anything immediately happening, all my energy got used up by the time I noticed my little paths had grown out to the small distances. There should be some kind of visual distance check that let's the player know how far they have to be away from a potential point to click on as a viable option, in order for the path to start to grow where clicked. Also you don't really know where a branch will grow from and how or which path it will take to make a connection (it's not obvious... which isn't too damaging for you if you are generating energy infinitely, you can't really run out of guess and check options).

The prompt that you have at the top right of the screen may not be immediately noticeable as something you should be paying attention to, even though you would think it's obvious. I feel like you should change the text prompts to an on click implementation, so you can be sure it get reads (if this is how you continue to provide your text information to the player). If you happen to not be paying attention when you start because you happen to be clicking the game space, you may miss one of those texts because it has moved on to the next text sequence. 

Possibly consider blocking the gameplay functionality until after the player has read the prompts if you are not going to do a tutorial.

Consider changing that Energy Bar graphic from being 1/3 dark pink. My eyes were very convinced that for some reason it was a time bar and I swear it was counting down (because it was moving when it wasn't~ just my own hallucinations because of the colors and the fluctuating energy values). The pink and the yellow are a lot together (on the eyes). Also I feel like if you color the Buttons and UI to fit the same colors style as the game's Main Screen, it would be a Chef's Kiss.

It's kind of strange to me that this a luck based mechanics as 50/50. Maybe consider implementing some kind of system or something engaging for the player that can change these values where something that is threatening in the game lowers the percentage and then something that grows the percentage in your favor (if you keep the game luck / percentage based).

I really liked the thumbnail for the game, which is what lured me in. I like the Lofi music... something about it does have a fungus growth vibe   XD    I feel like if you were able to develop this game's art assets around the same way the thumbnail has been designed, it would be very charming and engaging in its own way. It would be so flavorful.

The theme CONNECTION is here, given the mycelium. Needs more Kingdom   :P

The game could also use a navigation menu which I'm sure you know, if you continue to work on the project. Currently I just have to reload or close out of the browser completely to end that game. 

Would be interesting to see where this project goes   : )

thanks for playing!! : )

I really like the Shroom theme. I saw the thumbnail, and was like immediately~ Shrooms!! XD Then you start playing and the music hits (though it was way too loud with the types of instruments and bizarre sounds)~ I liked the vibes. 

I think it is interesting the way you have the ability tree connected at the bottom as the mushroom network, like the true nature that would be.  That is an interesting way to have your towers and abilities interacting. The visual theme is well executed overall for the story. The sound effects kinda don't make sense, but it is what it is. I wish there was more feedback and more clarity that can tell you what is going on with your towers. You don't know anything about the towers other than the way they look (no damage type, damage range, dps). You kind have to guess all this information. 

It is hard to tell when and if you are selecting anything at all, from the tower positions or even on the abilities in the network. Some of the times I was just clicking to see what changed. This game needs some tooltips when hovering over all these different things!! I don't even know I am spending points unless they are gone and I am not longer able to just randomly click on things. You should consider confirmation menus that are like yes or no prompts before following through and committing with changes and or upgrades before the nutrition is consumed (also gives the player a better understanding of what they are affecting). I could even see some kind of menu that you can pull up as a log that displays all the bonuses you have acquired within the network. You should also consider some visual feedback to show the gain and loss of nutritious. 

I would also use different sound effects for different enemy types when they are destroyed so you can memorize which enemies you learn have been killed, especially since you are likely not going to see them dying, but only hear all their sound effects. But at least in this way, if you do happen to see when that particular enemy dies then you can associate the sound effect, you have a better relativity. If you are going to be keeping the level this long and spannable horizontally, I would consider creating a space beneath the mycelium network that acts as a mini-map that shows the entirety of the level and then visual indicators to represent the enemies, and at least this way if you are not panning around, you still have a good sense of the enemy waves and the distance and location of those enemies as you focus on the center point of the overall game space.

#Boomerang Mushroom... lol~ yessss

The Connection theme is perfect for mushrooms and the mycelium network

This game would be really great with more time invested in it!! It already has a solid foundation of what it wants to do! I would come back to player this tower defense after it has some more clarity in the gameplay : ) 

This didn't really seem like a game as so much it was a foundation to build a game on. The nodes weren't too complicated to work with after reading the little instruction in there. With some clicking around and linking things you figure out how everything starts to work but only after you have connected everything which becomes easy to do if you drag and drop the noodle ends into the correct colors. It is an interesting experiment which I was clicking the buttons on the nodes that become available in the mine node, but then realized everything would automate itself after it was entirely hooked up so you don't need to click). Since I have personally messed with Nodes minimally in Shader Graph and more comfortably as Material/Shader hookups in Blender. This implementation of how Nodes were used was not too overwhelming. Seeing Nodes used as a Game Mechanic is interesting and this project helped me further understand how that can be done.

I realized there was no goal for this other than practice and really embrace the theme CONNECTION, showing how you have this concept of generating gold and hooking up nodes to create that cause and effect~ which this can be utilized as part of and integrated into other game systems later. 

I will keep my eye out out for these Node systems and watch how people are using them for gameplay mechanics. This is the second game I have played using Godot's Node system in this jam. Nodes is like a whole new way of handling mechanics that I have yet to really see for myself (or at least in this visual form that is taken on the surface).

Nice concept!

The controls feel so much better this way!! I am shocked how much more natural it feels. Thanks <333

I did consider a zoom in and out, I may do this with the mouse wheel. And yes, I will be doing a tutorial of sorts / onboarding integration after the Jam is done.

thanks for playing, and for your feedback!! 

(1 edit)

This was very interesting. Definitely not a game I would play. I played a few rounds and seemed to be getting somewhere. The mechanics are engaging for what they are. This game style has a certain type of player I'm sure, it's not me... or maybe it is~ as I continued to try play for like an hour or so   o__O   However, I know that the right type of player would greatly appreciate this. I unexpectedly became invested trying to solve this puzzle, but damn mom kept coming in, like what the hell!? This is actually a pretty intense experience when you take a step back and analyze, like... this is a crazy situation... some CRIMINAL MINDS  sh*t  XD     I'm over here like so concerned for this fictional person right now, who has been captured. These aspects were all very engaging in their own way. 

I think the most confusing thing for me that I struggled with was the Audio mechanics of trying to muffle the sound and understanding how that Suspicion Bar would fill and how to tell when my mom was too close and understand the timing of the kitchen hours and how or when all these variables would influence and impact one another especially with my time on the phone with Jana and trying to collect searchable clues.

I had like 8+ clues verified in my word pad and then picked the location on the map where I believed her to be held but because I felt that I collected enough information to even figure out the street address but I did not make it to the last night I failed. So you need to have all the clues, the right location, and to survive a certain amount of rounds (nights) without raising suspicion. 

This was a well thought out project. I could not imaging the coding involved to get those interactable elements such as an in game browser search. That is beyond my perception at this time, especially since I have only used Unity game engine and have experience working with a handful of mechanics with those being mostly non UI related. So the web searching mechanic in its own, is just brilliant and an excellent way to interact with the game in general. 

Too bad this game didn't have a dedicated page... or any kind of visual polish to help it stand out. It's strange that it just loads you into the game and there is only functionality that exists within it that specifically communicates with your browser instead of an Interactable Menu that does the lifting. This is that coding mastery type stuff ::scratches head:: 

Nice entry though! 

This was an easy game to jump in and start playing. I like the background image, even though it is the same as the title screen. Purples, blues, and green = yess!! XD The gameplay has nice readability against the background. There should be some indication for where the enemies are coming from, probably like a warning at the edge of the screen in that position / direction. You are focusing on moving horizontally across the screen space and may not see something happening at the far left if you are on the far right and vice versa. 

I would consider possibly having the enemies pause to deal the damage to the signal nodes instead of the enemies running into them and causing them to break, similar to how you have to hover over the node in order to repair it. Just my thought on that, and because you are so far on the one side of the screen that if you don't notice an enemy at that far end coming in, the could break the connection so easily by running into it, versus where if they were at the node and dealing the damage to that node, there may be some kind of visual feedback to represent that and catch the player's attention so they know the node needs to be protected. 

I was able to hold the mouse button down the whole time for ceaseless fire, so it made clearing out the enemies very easy for me while I navigating onto the nodes. There was no real difficulty or ebb and flow, just shoot and go. The shooting audio is way too overwhelming. 

The CONNECTION is obvious.

You had a fair balanced blend of different assets that still felt cohesive. 

Random Suggestion: I feel like this game needs a Wave Clear mechanic. Like for all the shooting I do, I could be building up a meter as I deal damage, and then once that meter is full, unleash a wave clear that just blows up all the enemies on the screen. (Just something I would do and implement as an extra reward for shooting so much). And also to help balance out certain scenarios that occur like too many enemies building up on the screen and you need to relieve the pressure to focus on repairs when you have multiple nodes you need to repair. You end up getting in a cycle of rotating between the nodes while managing your mouse cursor having to shoot also while other nodes are still getting broken. It would be nice to have a way to handle all this at the same time, and a wave clear attack could achieve that.

I think it would look amazing if you animated the loss of ship integrity and the fluctuation of the signal strength. 

Nice entry!! 

(1 edit)

I loaded the game and was like yo... this atmospheric music is amazing. Then I got dropped into the scene and it was like... build this graph node. I'm like what!? looll. I'm pretty sure I was followed to do exactly what the prompt was telling me, only to fail. But what it did not mention (which was not immediately obvious) is that you actually have to click one of the options on that Move Node. So after I clicked and selected an option and then it worked, I was like... Okay okay, I see now. But then I got to Level 1 and it told me to Jump. Okay... so now I got totally lost. Saying move one case is either the node statement or the case of stairs XD How do I end my dashing right (running loop) that has been set to loop, in order to access a Jump Right command? 

If you have never seen a Node tree before or interacted with one to link an end point of a noodle into a slot, you may never understand this at all, or you may never even think to right click in order to add a node option. You definitely need to say Right click to add a Node. Also mention that  you have to purely interact with the graph itself because someone will just clicking in the game space where the graphics are, trying to interact with things.

I feel like this is pretty complicated but most likely probably easy if you understand if you have experience and or awareness of what to expect with block coding and or node trees. Feels that it places an abstract emphasis on coding knowledge. The theme, the audio, the visuals, is all there. But I can't make any connection to the gameplay. This seems like it could be a really fun concept, especially if you like thinking and logic problem solving. I was totally ready for this to be a 2D platformer of some kind, but I was wrong XD 

I really like the pixel art background. Very nice unsaturated colors that blend with a nice depth... while using the brighter colors for the characters in the forefront. Great visibility!! I also like the sense of what I feel is a balance of hope and despair created from the scale of the images, the color palette, and the audio.

I would have had more fun playing this if there was more clear control over Bruce. I think there is really great concepts here... like, really cohesive and engaging mechanics. With more polish and different options for controlling the character, this would be top tier!! XD I enjoy games that implement a first person type view experience so I would come back to play this with better control and interaction mechanics over the Derrick and Bruce. If this had controller support for all the movement and mechanics over Bruce = #WIN!!

I noticed that when Derrick and Bruce met at the middle, I was still able to used the WASD to move throughout the entire time. I am assuming this is intended but then trying to use Bruce to continually project to surfaces and grapple to the middle points while using the WASD felt a little bizarre. 

I kind of liked that the environment was dark but only because for me when I started playing, I'm thinking.... okay, so Bruce is this light that I need to use to explore the environment (is my first impression). Then I'm like okay... I can use him as a sort of grappling hook, but we meet at the middle, which is definitely something to grapple (lol!) with, in terms of mastering control over the character. I think using Bruce as an exploration mechanic in its own, can be fun and useful for different kinds of intended exploration if it does not conflict with trying to engage enemies at the same time in areas of darkness. 

You will definitely need more information and logic regarding the enemies. I had no idea I was getting killed but because it made me panic when this creature was on top of me and blocking my view, my instinct was to sic Bruce on it, which I learned could kill it. But since there was no kind of feedback between Bruce and hitting the Enemy, you may not make the connection to continually force Bruce to collide with it in order to kill it. Which I found using Bruce to hit and damage the enemies was also pretty engaging. 

Bruce is used for all the things!!! The lighting needs to be adjusted though because I definitely am like... what door is supposed to even be open right now? Having gone and grappled up to that green obelisk key, I back tracked figuring maybe I had missed something in the beginning, which the path was there (not sure if there had been a door there though because if there was, I had missed it the first time around, being drawn to the lit area in front me after following the hallway of text).

The environment needs work the scale and lighting (but obviously part of the point is to use Bruce to traverse a lot of the environment) and guiding the player to an area that may potentially be available. There should be some sort of indicators for the distance you can project Bruce. And also better communication for if Bruce get's stuck somewhere, you can't retract him back to you and Bruce will be forever lost. This did happen to me~ where I had unlocked the at the Green Key Obelisk. I didn't realize I left Bruce up there and by the time I go to the Spider Queen area, I kept calling him. And when he was not coming I went to go look for him. The only way I found where he was, is because his lighting effect was clipping through the wall so I went back to retrieve him. So Bruce's pathing needs some love. Or control over how he works if you become too separated in the ginormalous level. 

Eventually the Spider Queen killed me after I sic'd Bruce on her dozens of times.

I didn't hear any volume? No music or sound effects...? Nothing obvious anyway... ::shrugs::

I am also interested to know more of a story background for this.... like we know nothing about Derrick or Bruce and of the magic involved. So those would also be some fun things to explore too.

I really like the concepts here, I would come back to play this if it continues to be developed and grows. There is a lot of fun to be had with all of the concepts if they get refined and polished. 

This is an interesting idea. You already know some things to work on and update for later releases of this (the lag, the music, etc). There doesn't seem to be any particular vibe that this gives off, like a genre of horror or dark vibes. It has zombies but doesn't really "feel" Zombies, which I do understand this is just an early experimental development phase.   

I think this is a very engaging way of alternatively helping to reinforce spelling words and that's a pretty thoughtful goal. 

There should be a way to break up the zombies, possibly consider how they cluster up into a horde. There would be the one letter I needed but it was bunched in with a horde looking like a novel (it's hard to see the letters in a group of zombies if they happen to group up~ which happens when they chase you). Though you could probably just turn away and look for another zombie that spawned with that letter elsewhere. Not gonna lie, I literally got surrounded by probably more than 20 zombies... lol because I was so super focused on trying to get that letter. 

You should consider a raycast / line of sight effect for the bullet trajectory and or even animating the crosshair to signal to the player that they have a target in sight, even though you would think it's obvious. This could help potentially pick out targets from a horde or make the zombie you are targeting, more obvious. You could even change the Letter's color above the Zombie's head for the zombie you are targeting, would actually feel great since you really want to be hunting the letter associated zombie.

The shoot and detonate mechanic is great! It's really fun. I think since you have invested alot of energy and focus into this logic/behavior, you should lean into that and make this effect even more intense. The exploding gore is a nice touch, but you could even do a screen shake or even a camera effect where blood is temporarily projected on the camera (the same way similar to how when you get attacked, you have the on screen damage mark). That effect could be lessened or strengthened depending on the distance from the player where the enemies are detonated. This is a very entertaining element for your game and you can milk that, because playing for that effect is very satisfying. Even though the point of the game is the spelling for points, I am like... yo, I'm gonna blow up this group zombies!! that's fun as hell XD 

You should explain and or convey the stamina bar to the player. You would think its obvious but didn't realize I had a stamina bar for some time.  

You should consider toning down the volume of the chain lightning effect because that is a loud buzzing especially when there is no music.

Happy developing!! : )

I'm glad it was helpful!! I was doing all that extra work when I could have just jumped XD

Extra funny.... a similar thing happened to me in the prior room with the electric gate (my first play through) that fries you to death where I kept going in circles then realizing I could actually clear the jump over the length of gate, but because the first gate fried me it scared me from thinking of trying to clear the longer version of it~ it took me some time to realize my jump is a lot longer than I was perceiving it to be XD I look forward to playing more in the future! I don't have patience for a lot of platforming mechanics, especially when I am constrained to the keyboard but I am trying to expand to play more types of games, especially after this game jam and trying all these different projects. I'll keep an eye out for your game!!

This is very true, ain't nobody got time fo dat ::skull emoji:: It's funny because that description came to exist as a construction project where after reading the feedback as it came in prompted me to go change and add to it that I hadn't realized would be crucial to know, which has now become in its own way, somewhat of a blueprint for the tutorial scene I need to implement. Then someone explained I should do a screen shot with explanations, I'm like ::facepalm:: yesss!! 

What's funny about the controls is that I always found it so awkward to use WASD to move, like it makes me feel like I can't use any other buttons XD it's like a rubiks cube puzzle conundrum level difficulty on my brain for lord knows why. Everyone else is like ummm, why are you not using WASD. It's like my brain does not process the directions unless its Up Down Left Right, even though it's really no different logic wise. It could also be because I'm right handed and my left hand to my brain is like "naaahhh bro". But a bizarre contrast is that left handedly~ I can grasp QWERTY keys for abilities in games but not for movement inputs. So long story shortened~ I have subconsciously forced the players of my game to adapt to "my standard" of keyboard input control~ which in its own way has become an unintended experiment that has provided priceless feedback.   

Thanks again!! ;-]

I put time stamps in my youtube video description.

thanks for playing, and for your feedback! <3

(1 edit)

wow... what a tragedy... I never even explained to use the arrow keys to move the cubes XD that is so funny.... EDIT: (i did mention it briefly as #1, but I do need to elaborate~ which may change to the WASD anyway) and thanks for playing!! 

I am not someone that enjoys using a keyboard to play games on the PC so that suggestion is good to hear for sure! = me lookin like o__O outdated!? lol

I totally dropped the ball on the colors and I am the Color Optimist!! lmaooo!! XD ::shamedly trudges to the Red Keep::

Thanks for all your feedback, it will be reflected on, possibly more than that sun on those materials :3

(1 edit)

<3 I'm glad you found it useful   :3

I personally did not find this game fun (but only only because this is not my style of preferred game). However, I did find it very challenging and engrossing~ which in a way I could see why certain types of people would find this fun. The mechanics of this game are deeply involved. What starts out as seemingly complex, becomes simple if you stick with it and don't mind reading a lot of text. If you are a puzzle game player, this is most likely something you will really enjoy. While I don't mind a puzzle game, I would prefer not to have one with a lot of text, so this was just not my kind of game. it demands your attention to decipher text clues to solve puzzles. The text clues however they are generated, are a very clever way to have you think critically in order to decipher the puzzle. The text is very flavorful, especially if you like fantasy genre type settings or games. There is a lot of color association too which helps you to further reason and make connections. 

To me, this is a game where I recommend you read the instructions very carefully because jumping and in just trying to figure out everything feels very overwhelming and complicated because it demands so much attention to the details that are within the text. But for you to associate and make the connections needed to play the game to its resolution, guessing would feel impossible (though it's not). I went through and read and was like okay.... now I see...

Given this is a very heavily text based, I would consider the readability of the text colors against the brown UI. It is very hard to read the Blue and Purple against the brown, and even some other colors clash. The White and the Black text are the easiest to read, Yellow for Light and Cyan for Wind are beneath that level of readability. Under that level is the Orange/Red for Fire and Green for Earth. Blue for Water and Purple for Dark seem to the most difficult to read. And if you are committed to the color, consider adding a black stroke to the text element, this may help a lot but keep the commitment to your color association.  

The audio is very complimentary and even though there is 1 music track that loops, it doesn't get boring. It feels fitting for the genre and feels fair while thinking and solving the clues. The game is very static (which is not a bad thing). If you were to consider any additions, I would say some audio feedback for click events, maybe even hover sfx. UI animations would make the game feel more lively and interactable. Like when you have the runes selected, consider running particles or animations on those UI elements as they are selected. I personally think it would be neat to animate the fire in the background since your eyes are drawn to it and the blue fire color compliments that overall brown UI and main static game environment. 

Overall this is a great project, a lot of thought went into weaving the aesthetics, genre, and theme. Great implementation of puzzle mechanics in a clever and unique way. If you enjoy using your brain for text puzzles, this is definitely a game to not sleep on!   ;-]

I will play it again, and if you don't mind, I can make a short video and upload it to Youtube later so you can see what I was talking about. 

Those are great ideas... Like on a large scale, I was like... this would be so cool in a spy type first person fps/ or adventure game. Evesdropping to discover clues on how to solve other game puzzles. Yesss, I would be interested to see other ways ya'll would develop the system into to and adapt to other things.

thanks for sticking with it XD appreciate you playing!! : )

Thanks for your feedback!! A time attack mode is a brilliant idea, and even if not a time Attack Mode... I could use this as a 4th condition for a puzzle's requirement~ thanks the idea!!

also I am curious to know, did you sample these colors directly from the scene with the eye dropped tool? lol :P

Thanks for playing, I appreciate your feedback!! That's actually top level genius idea XD  lol!! I will do that before I log my brain off. 

This is a cute little game. At first I was like... I'm not really interested. But after a few minutes I found myself wanting to hear more as I continued, discovering the characters became interesting. Some of them are interconnected and the dialogue was pretty entertaining. I had some laughs. The dialogue and character interactions were well thought out and a lot of care and attention to detail went into weaving the mechanics and theme together to make something unexpectedly interesting. This would not be a game I would play, but I appreciate it for what it is, and I did enjoy the experience. If you appreciate silliness and like being generally entertained, this is a game you should play. Its uniqueness if charming.

Nice game! 

It does what it does, simply and straightforward. Out of the many things I can say, I could see this implemented in different graphical styles, but then again, that may detract from its original charm. I can also see this as a standalone system whose mechanics could be added to another game/genre. It's a great concept~ which also sounds funny to say because we actually used to communicate like this XD

If you got lasered by your own line, that would be absolutely~ diabolical XD

I enjoyed this. I could see this with a high score system and a leaderboard for times. Not my go to, to play. But I could see the appeal with people for those that like competing for timing completions. When I started splitting my wire... I was like holy snap, I'm going to have to dodge objects too!?!? But there was noooonnnee. Considering we are splitting this connection up to like 4 times, it would be so crazy to be avoiding objects for all those splits. I can only assume if you worked on this project any further, those multiple splits will be facing some kind of treachery?? lol

Honestly I didn't find the multi splits obstacle so hard as the ones using 1 split with dodging objects.

Simple mechanics, nice music, nice sound effects, fair amount of play time. Nice basic visual style. 

If you want to continue working on this  aside from the puzzles, different stylizations and color choices would be fun too  : )  <3

Tim is gonna be lost forever, that black creature got me XD

Needs some better control of the character (I was getting stuck on those steps a lot) but I was motivated to find Tim until I got caught by that creature that sent me back to Van.... and I was like... Tim is cooked XD 

I was strangely investing in finding out how this was going to unfold. I appreciated the bit of mechanics that you would find in a horror type exploring game. Even though you didn't have an inventory, you have a single item used to complete an objective, which the item and dialogue sends you on the to the objective, the event gets triggered, making the game loop (the creature changed the game loop though and I don't know much more of an influence that has through out the rest of the game). that monster needs better pathfinding too. This has the potential to be creepy. Kinda felt like it was starting out like an old 80' movie slasher movie but more with the paranormal vibes.

I think you have a good sense of using cutscenes and a direction to take those in, which with some more mastery over that, you'll be able to execute some pretty neat things. 

The voices didn't have much emotion, they were so bland like the characters didn't even care what they were going through or what was happening. But the dialogue was getting the point across of the game's objectives.

Playing this on the browser did not look like the screenshots. Lots of texture artifacts and lighting issues.

With more energy and effort, I would like to see what this project can turn into  : )

Also too if you don't mind, you can message me on discord as I have the same username. And I just blow up the discord instead of these pages, cause good lord i have a bad habit of typing paragraphs and it literally cannot be helped 

dang... it said it would be ready at 12am XD I haven't uploaded a youtube video in years and it looks like they changed the system a terrible amount. I didn't understand because I was able to view it right away, it is actually going to be released at midnight ::skull emoji:: I was showing how the game plays in my browser. Takeaways: 

I can't reach the breakthrough logic anymore

My allowance only increments at the end of each wave after the time has ran out and I have continue the level. instead of it going up by the dust I collect

which my core stopped absorbing dust altogether. looks like all the particles are just stuck rotating in an orbit.

The video actually shows all this, as well the orbit field of the dust particles is small when I am playing on the browser minimized but then when i play full screen, the orbit expands so the dust particles are still rotating around the core, but on outside of the screen space

This music carried the game. I was ready to squash any bugs to this battle theme music! 

Keep working on the project : )    Could use a score mechanic and even enemy kill count tracker since those this game's purpose is to defend the lanes and kill enemies. I would even say, a survival clock that also reads how long you survived the game for, or for each lane, a time track that says how long you were able to defend each lane before it was over run it for.

The enemies could be aligned better to drive right into the lane it is in front of, unless you have an intention to let the bug randomly pick a lane as it sometime appears like it could be going to a right or left lane, because the bug is cruising down the middle on between two servers.  

Consider even adding other enemies, maybe one that goes faster, or even one that if you collide with it, it stuns you. Maybe an enemy that can shoot projectiles down the lane and stun you for a moment, putting more pressure on needing to rush to defend other lanes if enemies are on the way if you get stunned.

Keep up your work and efforts!!  

i am going to upload a video to show you how the game is running in my browser: 

I hope you do fix it! I am not a mobile game player, I played this on my browser so I didn't come across any areas. But I'm sure there will plenty of people that would enjoy it on mobile : )

<3 yay! :D your welcome!!  I laughed a lot reading the sock descriptions and with each difficulty there is just more bizarre and funny things to read! Every time I heard that meow, I was like "You freakin gosh darn cat!!" XD

to be honest I was already definitely going to change the purple and pink because they ended up looking similar when I applied the bloom effect to the material, so those as matches are hard to tell apart, which color is which. And I also didn't take into account how drastically the colors may appear at different camera angles with my scene lighting, with and or without the bloom. Thanks for pointing that out! The colors will also be getting an overhaul to make sure they absolutely different from one another. Thanks for playing, and thank you for your feedback!

This was pretty fun! and then when I got to last stage i got so irritated, My strategy whether intended to be or not was to manipulate the bottom two plugs as a stair case where, where the 3rd one remained plugged to unseal that long bar above the poison pool; every time I would retract the one beneath me to jump on top of the one that came to me until eventually was able to reach that ledge and got up there but, then my vision screen space couldn't not see the left bottom of the level cause I was too far to the top right. I was trying so many things. 

Something that was really confusing was telling which plug I would be in control of. It felt like the one that I was manipulating would switch to the plug that was connected to the socket when that was not the one I wanted to retract. It's either obvious and I missed it, intuitive, or at random? I could not tell. It left like it was randomly choosing a plug, though I could tell a likely plug interaction would happen because it had the radius which I assumed meant more likely to interact with another appropriate object within the radius. This was clever. I think you should consider a more obvious way to tell which plug you were going to be affecting if you click on it, causing whichever one to retract. This was my only major confusion on that last puzzle with the 3 plugs. But this is likely my skill issues XD It was hard to tell which Plug was gonna retreat back to where it started when I felt sure I was trying  manipulate a different one. 

I like riding on the plugs, I died in a lot of surprising ways, which was hilarious. I was so determined :P

I liked the color scheme. Simple and seemed well executed. The readability is great, nice saturated and unsaturated values, nice contrast. I love red and blue together, makes my brain fuzzy. The gameboy-esque music was nice.

This would be a fun project to see develop and to watch where it goes. Also to learn more about the character and if there is a story behind that character and within the game itself.

(1 edit)

This was a fun project to play. Very interesting mechanics. I enjoyed trying to match the side of the squares trying to connect them for fast cool downs. Color coding the logic in this way was interesting. I find auto battles kinda fun, don't really play them for as much as I like them. But seeing how they are implemented is always fascinating. The gameplay loop is not forever and is just enough. And for people that want to continue to play, they get rewarded with more possible power in their builds, which in its own, creates a drive to keep playing. I lost track of the time playing it because I was so determined trying to get as many color matched sides as I could, really trying to make 3 and 4 way links. My favorite part of this is that you can freely rearrange the board as many times as you like; you have all the freedom to change your mind, rearrange, and adapt all your pieces as you go to take advantage of new combinations that may present themselves after each new piece. 

The graphics are generally simply and everything is easy to read. It's very decent in it's current state and doesn't need any additions unless you want to add more dynamic feedback which would improve the game's feel, such varying sound effects as you take damage / enemy receives damage, particle effects like: your tiles start to smoke as they glow increasingly red from the increased damage. When your parts die, maybe they explode (even though they refresh after the battle is done simulating~ kind of counter intuitive on that one- they're actually nanobots that just reassemble~ lol XD), maybe some screen shake~ general juicy effects that really enhance what you have since all seems pretty stable. Maybe even consider different tile types that have new effects.

Nice work!!

I feel like someone would say... this would be a good mobile game? lol Especially since you don't need all these complicated controls to play it (from my perspective).

When I started the game, I started in the Mii Plaza. lol (I like the music, its relaxing and quirky at the same time~ definitely has Bob's sock vibes).

Pretty simple game, that offers a nice little amount of challenges through achievements. This is a unique memory matching type game. if you are someone that likes memory matching games, this is definitely worth playing. This has a solid execution. I really like (though it is irritating) that the cat pushes the socks around, this keeps you on your toes (lol) causing you to rememorize something which had been moved or force you to rediscovery its new placement because you hadn't noticed it being displaced from where you thought to remember where it was going to be). 

There are things you could add if you wanted to be extra for visual feedback, like pulsing the scale of the socks that you have under your selection but the red circle does this job. Or even when the cat meows and starts chasing you, just to show it is chasing versus wandering, you could add a trail effect to it. Just small visual cues could spice it up some more and only because the meow signifies the chase effect, you don't know how long it lasts until the cats just starts wandering around again (which is fine).

The description of the socks was very entertaining... I ended up being like... freakin' Bob.... lol

I played through each difficulty and unlocked 4 of the 10 achievements. So there is a lot of replay value if you are a completionist. Solid game, doesn't do anything complicated and has its own balance through its mechanic. Its theme is solid. Has an entertaining story where my imagination says, hey you can build other games from this set up. Like... I would like to know more and see this gnome kingdom...  XD

Maybe consider starting the cat's spawn position outside of a padded range of the player's position because the cat can spawn in front of the player and cause a game over in the first few seconds if you don't move right away and or if you happen to be reading the prompt. But since there is no huge consequence for defeat, this isn't a huge issue~ just a possible scenario that others may encounter, which did happen to me. I died right away and kept resetting only to realize the cat was just in front of me and hit me when the game started. But it happened 3 times in a row when i was restarting the level with my first play through of the easy difficulty.