Thanks for playing and the feedback!
Yeah, all of those are coming from the last minute additions to make the game playable – like copying and paste the ingredients and moving to the next thing.
Thanks for your submission!
I enjoyed the spin on Suika but got surprised when the concept turned into a bit of chaos. In the end I was spamming both flips at all times, which made the pinball part of the game less about aiming balls but timing it so you lose the least balls.
As you probably know, once the basketball gets in place, all the player does is wait until the flips break under the physics bumps.
Thanks for your submission!
I had a good time playing this monopoly version of a power grid. The graphics are well made and make the experience very nice.
I had to check how you handled so much UI code-wise – given you went with Phaser – and I was impressed with you spinning up pretty much it all from scratch! Great job :)
Thanks for your submission!
I think you have a great concept but there was not much of a game. I think the best part here was the cable connection more than completing the jigsaw – I saw it as something in the way of me doing the fun stuff with the cables.
On the third level I didn’t plug the lamps in parallel and the game just wiped the table, the jigsaw got scrambled again and I couldn’t play because it was swapping every 5 seconds between the blueprint and the table. It was a bummer I got punished so bad and I had a lot of jigsawing again to have some fun with the cables :(
Ah, and of course I assembled it upside down once
Thanks for your submission!
I enjoyed the idea of the game but most of the struggles I met during gameplay were out of my control. I couldn’t do anything to avoid being hit or have the vulture put the rock behind my back, which creates a negative feeling instead of the “ohh I want to try again” feeling we get when we hit a pipe in Flappy bird.
I think there would be a potential here if the challenges were environmental, in the map, like rocks on the floor or stuff in the way that would make the rock Sisyphus behave funny, the player would need to make sure the rock passes instead of randomly being hit by chance.
Thank you for this submission!
You probably know this, but it’s HARD to control the satellite! I didn’t quite learn how to manage it well.
The strategy I ended up developing was to fly to the edge of the map and follow from there. Trying to go through the middle was plain impossible without lateral control of the satellite. Maybe making it a 4 directional booster would let me manouver better without taking any of the difficulty of it (I picture it being as hard), but letting me feel the crashes are more my fault, as theoretically I have full control of the ship. As of right now it’s easy to blame the lack of flexibility of the controls on the game.
Thank you for your submission!
I enjoyed the simplicity of it. There’s not much to figure out and it provides a catch or two you need to be aware when connecting the dots.
I liked level 8 the most, it was interesting enough and didn’t try to play too much the “sniper” game it became the later levels. The last level was particularly “find the closest tangents pretty much for all the dots”.
I think you have a great start of a puzzle game and the next iterations could be trying to add new shapes that require more connections or borrowing some ideas from The Witness where dots need to be grouped separatedly or something.
Thanks for your submission! It was very fun to have the eureka moments and try to connect each symbol with a smell. It made me think about how dogs associate the smell to concepts and things :)
The smell spread was also really nice, you could inspect the whole scene and there was some good “Ahhhh” when I figured out where to smell exactly.
The art on some smaller items made it a bit hard to figure out what was going on.
In the end I didn’t manage to complete the letter, nothing what I thought was making sense to complete it – I guess I’m not that good on detective games.
Thanks for the time to make this game :)
The visuals remind me of earlier 3d games where there’s a lot of things going on, I did appreciate it became apparent here.
Your controls choice made it a bit hard to play the game, W is usual a go forward, not up. I was repeatedly intending to move forward only to go up and mess any chance of taking power.
The collision checks are also a bit frustrating. In the beginning when you rush to the joined bolts and go out of it with only 100 points makes it feel not so good.
Thanks for the game! I managed until level 8 after some tries. I really enjoyed the way you did the fog of war, looks really nice with the pixel art.
I tried some strategies but it seems that I got the best result by being really cautious and spending most of the time waiting for the enemies. Stun and slash. I managed to kill some Monks but I finally forgot to wait and got crushed :P
I didn’t have much luck on subsequent runs, so the initial room rats left me always with little health from the get go.
There’s a small bug on the web version. You can’t move with the keys or WASD after using the buttons with the mouse, you need to click back into the map to activate it back.
Thanks for this game! Too bad I missed your submission in 2019, but here it goes my “jugde feedback” :)
I managed to get all the knives on all levels, and wanted to take a screenshot of the level selections, but the game got stuck on Level 1 screen (probably after trying to get to the next level after the 20th).
As I saw in your other answer, yeah, I think a review on the level order might be due. I found that there was quite variety in levels types, ones requiring lots of dexterity, others requiring just figuring out the order. I had the most fun with the latter type.
The limited time on the knives and that crazy purple enemy are a great idea on keeping the player on the edge. It enforces the player to keep to a certain order and does not leave much room to think, you need to be fast and creative sometimes. I did not enjoy though when the timers were dozen of seconds longer just so you could have the time for the enemies to be in a certain configuration, that down time could be removed and then you’d remove the doubt of “Am I doing some jump/move wrong or I should just sit here and wait? Oh, the timers are long… so wait :/”.