good premises, but the timing mechanic is fast to the point of frustration. I ended up rage quitting when I got to the sink.
Erockandroll
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I'm starting to get the hang of this one. The water was difficult to manage. It goes red if it goes above 60% and below 40%, and the water button works on a 10% increment. (Making it easy to over correct.) I'm not sure if the actions and toggles should be in two separate tabs like they are currently. I'm finding myself swapping between them constantly.
A fun game none the less.
After trying this, I'm not sure if it's beatable. The really annoying part is the drawer animation consumes so much of your time, and you won't know the next item until after that animation is finished.
I also found the controls slightly weird. Mostly when you're using the mouse button to pick up items and then space to place them. I would think the mouse button could pull double duty in that regard.
Over all, a fun and unique experience.
Controls felt a little slippery. I'm not the best at these kinds of games, but I feel like a few of them that I'm getting wrong, I have no idea why.
Also, you should allow the player enough time to read the manual before starting each run. I was caught off guard by the music sudden speed up when I was familiarizing myself with the tools.
As a Programmer, I'm almost messing myself up trying trying to treat this like a regular code editor.The controls feel a little jank trying to swap variable values instead of just typing in the correct characters. But Ultimately, the Code was executing a little too fast. It was difficult to keep up.
This is pretty good for your first project. The biggest area for improvement I think would be the Controls. the WASD and Mouse control was Implemented in a weird way. (Unique though, possibly usable in another scenario. ) It also made it difficult to hold down the shift button (using my left pinky) to run. (And I mostly was running as the default.)
Kinda struggling a little bit to get to the end. I'm not sure if this game is meant to have a sort of meta. However, I did notice that when angling your shots sideways, you get more coverage before each bounce. (Definitely makes it easier to clear the larger rooms of light enemies.) I still don't have a solution for the Armored guys.
The game play is awesome in any case.
Pretty solid concept. I did run into an issue I think regarding the procedural generation. 1 of the roads spawned too close to another, resulting people getting eaten by the dragon on that other road. (My peeps were trapped in that city for basically that run.)
I do like the puzzle aspect of the dragons trying to eat you, while also clearing snow, making your guys moving faster. The once confusing aspect is that the people appear to be safe while they're still in the cities themselves. (I was under the impression that the idea was to evacuate the cities before the dragon comes.)



