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e-neighborhood-watch

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A member registered Oct 07, 2019 · View creator page →

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To beat a level you need to arrive at the exit leaving no empty tiles in the level.

Hey we made a game for this jam, but the person on our team who usually handles the submission was out sick, and so we weren't able to figure out how to submit it in time. I was wondering if it would be possible for us to still submit our game to the jam (we have not done any work on it since the submission period ended).

Nice! I look forward to playing it again!

This was a really nice puzzle/platformer.  I think the puzzles were pretty good just right for being able to be solved and executed.  I would second the recommendation for a shorter death animation.  When I die I want to get right back to playing immediately so that I can correct my mistake.

This is a fun concept, I love how unwieldy all the spaceships look (kinda reminds me of the board game Galaxy Truckers in that way). I do wish is that it were more obvious what each of the blocks do, the help screen describes some of them but there are others that don't match anything on the help screen. Also the process of connecting a free floating piece to one's ship seems like it could use some ironing out. It was pretty common that a piece that appeared to be connected to multiple points on my ship would turn out to be just connected to one, or I would find it impossible to attach a piece to my ship, or a piece would attach diagonally (off-grid) to my ship.

I noticed that if the axes are moving when you complete the level the ticking never stops.  Gorgeous game btw.

The screen shake was a really nice feature.  Wish there could have been some levels that maybe required the power of such a bit ape or something.  Nice game!

Overall it was a nice game.  Pretty impressive given the constraints.  The two things I would say, was that a lot had to be figured out that probably could have been explained well.  This is par for the course of game jam games so I certainly wouldn't fault you for that.  In terms of mechanics the maintenance system was a little bothersome, since maintenance costs seemed to never be significant.  Maybe that could be made more interesting, made automatic or removed and replaced.

When I realized that the two ponds could spawn in the same place I got back onto the grid and got my score up to 56.  I think I may have played this too much at this point.

Fun game.  Quite a few levels for the time constraints.  I think a lot of puzzles fall into the "do whatever is least obvious" sort of category of puzzle design.  My instinct is always to just connect everything to the nearest thing of the same color.  I can solve them pretty quickly by asking myself "Why wouldn't that work?"

Thanks for the kind words.  There should be some original music in the game, as it has been released.  It's not very loud; have you tried adjusting your volume?  If there is an issue with the playback, it would be great if you could let us know or provide some details.  We hope adjust the volume to proper level in future releases,  since the current level was the result of rushing to get it in before the deadline.

Very nice game.  Really tight, there is very little I could see improved.  It's small but it really is a complete game.

It would be nice if there were some way to restart the level or jump to the home screen since so much of the game is dependent on raw luck.  Bad pond placement can doom you.  Or maybe some way to smooth out the luck a little bit. Maybe the ability to save a piece for later?  Maybe just putting the ponds in nicer locations most the time? But I played far too much anyway.  After a lot of runs I finally got some really good luck and wound up with a high score of 52.


Maybe I'm just bad at rhythm games, but the most fun part was when I took a wrong turn and had to frantically try to rejoin the chain as my score was depleted.  I don't know how but it would be fun to make this part of the game a little more prevalent.  

Fun puzzles.  The last two puzzles seemed a little odd to me.  They weren't bad really, they just had a lot going on but the solutions seemed to ignore most of the puzzle and in the case of level 9 I finished with a ton of extra moves.

I was also a little unsure about how it chose which block to connect when there were multiple available blocks.  But it seems that there were very few opportunities for this to happen, which was probably a clever choice on your part.  If you are going to make more levels, particularly with this mechanic involved in the solution I think it would be nice if this were explained or made clear from the interface.

A solid mechanic executed well.  There was already a good collection of puzzles for a game jam game, but I would love to see some tougher puzzles.  I wasn't really stumped at any point, and it's always fun to be a little stumped.

The puzzle idea was fun overall, but there were a couple of things that were confusing.  The visual bugs and the rotated controls really confused me, like people have already mentioned, but I think it would be also helpful to indicate which blocks you were in control of visually.  But very nice, just needs some more polish and of course more levels!

All around excellent!  The puzzles were nice, the difficulty ramped well, the puzzle mechanic had good depth, and the graphics were pretty! The concept reminds me a bit of the universal maze exit string problem, not sure if you are familiar with it.

I'm having trouble figuring out how to play, since the instructions are not appearing when I click the button in game. Would it be possible to add the controls to the itch.io page?

I too am getting a 404

This is a neat idea. It gets a little repetitive earlier in the game, but I'm glad I stuck around long enough to encounter the magnet zombies, which add a nice new dimension to play.

Loved the atmosphere! I'm hoping I managed to dig out a mouse to play it with cause using my trackpad is starting to cramp my fingers.

We uploaded a second version of the game after the deadline.  The change is barely noticeable but for the sake of transparency.  The version just turns off the debugger since we initially uploaded the wrong version.  This amounts to a small blue box in the corner disappearing. 

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Glad you enjoyed it! Once rating has finished for Ludum Dare 48, we will probably add some new levels, so if you are interested, stay tuned...

Interesting, so when you stood next to the gate and pressed 'z' to drop the switch, did it not drop, or did it drop but not open the gate?

Really nice entry!  The puzzling is a little easy especially in the beginning.  But that sort of design takes time.  A deeper exploration of this would be really interesting.

Thanks! The project was written entirely in Elm.  And the graphics were drawn in inkscape.  Not much else in terms of a stack.  You can or anyone else can view the source at this repo for a bit more detail.

The procedural generation does a pretty nice job.  It feels more like a mental exercise than a puzzle game though, since pretty much every level is solved by brute force (or at least that is how I have been playing).  Still remains challenging to keep everything in my head.

Miss you on PPCG!

I had fun with the game.  However it is very hard, and there seems to be a freezing issue for me which makes it harder.  It seems to freeze once every level for me.

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El juego es muy divertido. Sin embargo, es muy difícil, y a menudo se detiene para un segundo, que lo hace mas difícil.  Se detiene una vez por nivel, aproximadamente.