Glad to hear :)
Depenau
Creator of
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Very cool to see you are still working on it! I gave it another try just now, and while I still think the controls are incredibly challenging, I did feel like I stood a better chance against the opponents than last time (if I remember correctly).
If I were you, I would still experiment with even easier controls - for instance try and see what happens if tapping W or S also stops or slows the player's rotation, or see what happens if you still need to tap W and S to move, but you can hold A and D to rotate (without tapping). A lot of the charm of the game is that it is chaotic so you still need some amount of unctrontrollability, but maybe the balance isn't quite there yet (for me at least).
Another thing I would suggest is to unlock mechanics more gradually. All the shops don't have to be unlocked from the start, and it can feel very overwhelming for new players to be presented with a bunch of item shops when they don't know the role of items yet.
But in any case it is very cool that you keep refining it - keep it up!
Very cool idea, and setting it to music is also quite nice. The gameplay was fairly intuitive, although I would've like a little more guidance, for instance with the turn-tile that switches direction when used (could've maybe been another colour than the rest of the tiles to give the player a heads-up that they are different.) However I was very overwhelmed when I got to a level with more than 3 different tiles, and I actually think the game would've been better if you had kept exploring levels with at most 3. Maybe that's just me, and overall I still really liked it!
Super creative take on the theme. The artwork is super good as well, and I really enjoy that you get out of the way of the player and just let them figure it out. With that said, maybe a few more hints wouldv'e been nice, such as a cost display on the unit buttons. Also, the game could've used a little more 'juice' to put it into the next level, but otherwise I really enjoyed it. Good job!
P.S., I initially thought the red dots were spots you HAD to draw your loop through, and that made for some pretty interesting shapes that alleviated the boring solution of just binding it tight around your castle. Maybe worth thinking about.
I played this quite a long time. Looks super good, it feels super good, and the idea is very nice and well implemented. What really stood out to me however is how easily you teach the player the mechanics. The main mechanics is super obvious, that's one thing, but the way you tally the score makes it immediately clear that full rows and columns give extra points. I love that. On day 4 I ran into a weird bug where none of the articles would go on the paper, but I really enjoyed it until then. Very nice job!
Very nice idea. The general vibe and the models are very nice, and quite impressive to make a nice-looking 3d game in 4 days. My one critique is that getting dropped into such a large first level is a little overwhelming. It would've been cool if the levels got bigger and more intricate, instead of starting out that way. The rail network in the first level is already quite confusing, so it would've been nice to be eased into it. But otherwise a super solid entry.
The game has potential, but I unfortunately found the controls a little weird. When you land, you get an extra speed boost which feels nice, but when you have to turn 90 degrees immediately on landing, the character becomes unwieldy and a little awkward, and it easily leads to falling off the platform. I think if the levels were designed better around the mechanics it would feel like a smoother experience. I also thought the menu music was pretty nice, so it's a shame it changes to a gritty, oppressive ambient sound in the levels - I would've stuck with the music. But all in all it is a good first jam entry. The game was intuitive, I wasn't in doubt about what to do or how to do it, so that is very nice!
Nice graphics, nice movement controls, good writing, good humour. The mechanic is interesting as well. My one criticism is that the controls with regards to powering devices was a little awkward, or maybe that is just because I'm on laptop. But I feel like the game could get away with keyboard only controls, and be better for it. But all in all I think this is a very good entry, especially for a first-timer!
Such a creative and novel idea, and you used it in such a good way. I loved how intuitively every mechanic was introduced. I was never in doubt what I could do, even though no text was presented. So good! Without a doubt in my mind this game has the bones to become a full release. The added mechanic that some of the moves could be timed proves that there is more to explore than just "pick up a power and use it". But that in itself is enough for a full game I feel. And very good idea to focus them around movement, and not other stuff like combat. I do have some criticisms, but it is only because I think the game has so much potential.
First, the controls were a little too sharp. I think you could fit more intricate puzzles in if the movement was slower and the controls easier. Some of the puzzles were you had to pick up and use powers while in the air was very tricky.
Second, I would have liked the game to be less punishing. Dying and going back to start became frequent and a little tedious. Maybe when stepping in lava, you could lose some health and jump back on the platform as in old games like Ratchet and Clank.
Lastly, it felt like the game couldn't quite decide what it wanted to be, but then settled into a puzzle platformer. I didn't care much for the boss fight in the early levels, and I think if you make a larger game, you should focus 100% on being a puzzle platformer.
Anyways, that's my thoughts. This is the longest comment I've left this jam, and it's because I feel like this game has huge potential. In any case, keep up the good work!
Super impressive to make such a game in such a short time. The mechanics are smooth, but the graphics are what really stands out. The atmosphere is great, and the characters are creative. I will say, it is a little brave to hide the main mechanics in a pickup around the corner - I almost didn't find it, and was about to give up. But yea, all in all very impressive.
Simple game, but charming, challenging, and very well made. I like that the customer impatience is telegraphed so clearly and intuitively, you are never in doubt what you are trying to communicate. The window you have to stand in to make the button prompts appear are maybe a liiittle too tight, but that is my only criticism. Nice job!
Fun idea, and well implemented. The controls felt nice, although it said it could be controlled with WASD but couldn't? And I also think the enemies' hitboxes were maybe slightly too big, but otherwise I liked it. I wouldn't have minded if the lightbulb moved straight towards the canvas, even when the player needs to double back to go up and around - it would have added to the tension in a good way I think. But all in all nice entry!







