Nice puzzle game, I got through the three levels after a couple attempts. Nice go for a jam game, I'd be interested to see more levels added.
CrossfireCam
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This is just the sort of game that scratches an itch for me, it's similar to many games with incremental upgrades (e.g. Learn To Fly), but in this one I felt in complete control of how far the character could travel in one sitting. I think with more upgrades and game mechanics, this game could be as fun as the classic Flash games in this genre I like so much. Nice job
I got through all the levels. A nice puzzling experience, there's strategy involved in the later levels.
I'd say if you're going to add more levels to the game, a move queuing system would be useful. Click somewhere far away, and the game simulates all the turns that it takes to get there. Instead of having to click for every single movement.
It'd be cool to see some polish like seeing poker chips shift around the table, players busting out, the dealer having to quickly choose who the winner of any given hand is.. Maybe calling security on rowdy players who bust out, before they can disrupt the game.
I could see this being a fun reversal of games like Poker Night at the Inventory, where instead of enjoying the atmosphere and calmly playing Poker, you're the dealer who has to be pinpoint accurate and quick at all times.
Nice effort for a jam, I'm happy you'll be coming back to it to develop it some more.
Good idea, unfortunately I felt the games like the chest one were too unforgiving, and in the Find The Ninja game, the computer instantly spawned their flashlight on the ninja three times in a row for me... Cool art and presentation, but not something I'd play without retooling and extra games added. I'll follow to see if you do anything more with this game, nice effort for the jam.
Reminds me of the Luigi's Mansion minigame in NintendoLand. Your game is cute, plays well.
I'd just say that I was expecting a consequence to having the flashlight shine on the ghost, so I was avoiding it at first. I thought it might've been how the game was balanced - breaking things super close to the guy scaring him more, but being caught by the flashlight meaning it was over. But nah, I found out being touched by the flashlight doesn't do anything to the ghost. Maybe something to consider?
Fun concept. Unfortunately the moving platforms are buggy, applying an attribute doesn't work much of the time. I reckon this idea could go far if you subtly came up with ways to balance the game, despite the premise being you're a developer with infinite powers... Something like, placing spikes in areas to avoid players cheesing with the high jump attribute, or the fast run attribute coming with ice physics that make it tough to slow down.
Incredible polish for a game made by one person, and the gameplay immediately hooked me with the same "Oh yeah, I could play this little timewaster for hours" feel as some successful mobile games have made me feel in the past.
Thing is, the game doesn't seem to get harder. It's too forgiving. I wanna feel stupid, I want my mistakes to really count hard against me, and the victories to offer just enough recovery to quickly do the next puzzle. It'd feel very satisfying with a shorter time limit. Add more TNT's with bigger buildings, oh, I wouldn't be able to stop playing...
Such an awesome job!!