I'm not sure, but I think it goes through neighbor enemies, and when it does that it also increases the damage maybe?
Demeno
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Great feedback! I definitely agree, the interaction with the hose is very confusing and uncommunicative, I also saw the same confusion when I let my colleagues try the game at the office today... I'll probably release a better version after the jam voting is done. Anyways, I'm glad you liked the rest of it :)
I like your usual "no explanations, just figure it out" approach, I think it's the way to go for the best puzzle games, and this one was very interesting. I did end up half guessing the final level, and fully guessing the one before it. I like how the levels themselves are automatically generated, I might try this again in the future.
Pretty nice, reminds me of when Doom 3 came out in 2004 and everyone was making fun of the fact you can't use a flashlight and a gun at the same time in that game, until someone made a "duct-tape mod".
Gameplay is fun, not super challenging. I'm wondering what would take this mechanic to the next level, perhaps enemies with more surprising movements that will make them harder to predict while blind.
Graphics and audio are very neat, really liked the vibe.
Minor bug - shots don't spawn from the gun's position as expected, and might sometimes instantly collide with a nearby wall when spawning unexpectedly below the character, like when aiming to the left.
Played about 40% of the levels so far. (edit: finished it now)
Game design is solid, levels are well designed to introduce the player to new concepts, I enjoyed it.
Audio (Music + SFX) is nice and fits the vibe.
Graphic design is great in some ways (cool effects) but feels amateurish in others:
- lines partially covering other lines
- lines have inconsistent thicknesses
- sometimes gradients and sometimes solid colors for no apparent reason
- why rectangles instead of squares? (same width & height is easier on the eyes)
Good game generally but could use some polish.
Great game, I really enjoy "A ha! moments" and this game provided several.
That said, two notes:
- Level 15 killed the performance for me, so I stopped there.
- I think the "challenge" of aiming it correctly shouldn't be a challenge, the game should just tell you where it will land before you click. That way, the game can focus on exploring its main (and very interesting!) concept of levels-within-levels and challenging the player to understand how it works and the implications, and less on guesstimating how far the mouse should be from the square in order to provide the right amount of force.
I would buy a polished version of that.
Like @Casual42 commented:
"often, execution is more difficult than finding the solution. It shouldn't be a game about execution."