Great job! I agree with other comments that a tweak to the control scheme would make a huge difference, but there's a lot to like. I like the various hazard types that made you strategize and prioritize.
Cosmologicon
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Really mind-bending! It reminds me of Antichamber, and probably some other games. Finding sections flipped was really cool. I especially liked what happens after the credits! :) I agree the motion could be much faster. I would have liked at least one really challenging puzzle: trial and error seemed enough to get me through. Still, it really made me think! Thanks!
For me the main issue is the rope control: I had such trouble just connecting it from one point to another. I don't know what your physics engine is like, but there might be some simple parameter tweaking that can make it feel more like a real rope. Maybe I would get the hang of it eventually, but let's just say "you'll fall at least once" is a vast understatement for me at this point. I like the simple level design and how you introduce the mechanics. Putting up platforms is such a simple but promising idea, I bet you could do a lot with it!
Agreed with the other commenters: outstanding style and execution, just a bit hard to tell what's going on between the pacing and the unclear powerups. I also had an issue where enemies would sometimes stop spawning and the boss never showed up. It made me wish I was better at this kind of game so I could see more!
Really interesting idea! Escape room was a good choice of genre here. The puzzles seemed a little easy, but that's typical for escape rooms. I admit though that I had trouble figuring out exactly what the platforming instructions said. I thought I got it but the pattern didn't seem to hold 100% of the time. Anyway it was possible enough with trial and error. Great job matching the style between the two games. The 2-d game is a bit linear for an escape room: you don't really see the puzzle elements until you're ready to solve that puzzle. It's not a huge deal, though. I still had a great experience. Thanks!
What an interesting idea! Escape room was a good choice here. I do wish the puzzles were a little less straightforward, but also I couldn't figure out (what I assume is) the last one in the 3-d version, so maybe I'm speaking too soon. I like how you matched the style between the two games. Some indication of whether I'm close enough to click on something would have helped. It happened a couple of times where it looked like something wasn't clickable but actually I was slightly too far away and was clicking on thin air. All in all a neat experience!
In addition to the obviously excellent artwork, music, and story, I like a lot of the little touches, like how the entire thing is one sheet and the artwork fades in and elements appear or change, like the branches coming into focus. Finding constellations is a great use of the theme. I could have gone for a little more gameplay, but so much work clearly went into it I can see that would be hard to write in the time constraints.
The last minigame was an especially interesting concept but you only get one shot at it! Overall I like the minigames but some tweaks to make them more fair would go a long way, like having the wife swim on the left of the screen so you have time to react. I would say you could spend less time on the interactive cutscenes, but that's clearly where a large part of this game's personality comes from. Definitely a unique entry, thanks for sharing!
Great presentation! I like the ability to customize a lot, and the options are really thoughtful. The battles can be pretty tedious when both sides have healing. I had one battle where I must have done 50 spins and we were both back at full health. Something to do during the battles or way to speed them up would go a long way. Thanks for sharing!
I'm a little bit confused by the mechanics. I think the instructions are backward. At least, pressing J to fire consumes my armor and spreads the shot out, whereas the instructions suggest that pressing K should do that. I'm also not sure why I keep dying when my armor is at 80%. Still I like the parts I understand a lot. It makes for an interesting strategic tradeoff. Maybe it could just use a tutorial or at least an easier level 1.
Good level design, it's just so unforgiving with how slow and glitchy the controls are. I'd get stuck in the floor and jump to unstick myself, and accidentally jump full height into something that kills me. I'd like to see what's next but it's hard when it takes so long to get back to where I was. I know glitches are hard to work out, but more frequent checkpoints and/or much faster walking speed would really keep me going, because it looks really cool. Thanks for sharing!
Thanks for the feedback. There's a hint sheet here if you want the answer to that one.
Thanks for the feedback. There's a hint sheet here if you want to give level 9 another shot.
Thanks for the feedback. There's a hint sheet here if you want to give level 9 another shot.
Thanks for the feedback. There's a hint sheet here if you want the answer to that one.
I love clicker games, and I think this was an excellent inspiration for a clicker game. For this genre, balance is really, really important, so the fact that it's a little bit off (especially with the NIF, as you've pointed out) really impacts it, but not enough to keep it from being fun. I thought you did a good job making the mechanics clear, but maybe I'm biased because I've played similar games in the past.