- The Easy Life
- Ancient Knowledge
- Labour of love
- Deja vu
A very interesting - and addictive - game. Despite the flaws I see, it's interesting enough that I kept trying to beat my top score (212 atm).
A little more detail for new players:
The pink ring around each circle 'outlet' is a timer that will have time added when it receives an energy dot (though not reset). The blue meter indicates the outlet's progress to completion. You can add as many connections as you like from each factory or 'combine' node, but the energy will alternate which connection it travels (each destination will receive energy less frequently). You'll want to try and micro-manage the connections such that your combine nodes receives all their source energy at a similar rate (it won't send the combined energy until it receives energy from all it's sources).
A cheat / bug / weird mechanic that might be handy:
Create two combine nodes from a factory node, then connect one to the other. Now you have 2x the original factory's energy at half the rate you would normally have. This is handy when you don't want to add more connections from existing factories.
One of the major issues I find is that the number of on screen elements can get overwhelming and it becomes difficult simply to find the different factories in the network or easily miss an outlet that hasn't been connected. Changing the colours scheme to contrast the two might work. Or highlighting other factories / combine nodes when creating a new connection. Or making outlets appear in waves, to give the player time to clean-up / micromanage their network without losing tension. There are a few options.
The other major issue was that it felt difficult to accomplish the primary goal to achieving a high score - balancing the distribution of energy between factories. Namely, when a factory or outlet appears you would scramble to connect it up, but you wouldn't have enough time to use it very efficiently. It's not telegraphed to the player very well, but the energy can go to waste sitting (or dissipating?) at combine nodes while waiting for other energy from a different connection to combine with. The UI doesn't inform you of this at all and you seemingly don't have time to fix these issues in your network, but it's the ultimate reason you lose a game AFAICT.
A similar game that others may want to try is Mini Metro.
I hope you release an update for this, because it shows great potential. :)
Interesting little game. It can be kinda hard to tell at the start which block(s) you are controlling without jumping / moving, which may kill you. It also seems possible to get stuck in some levels without any option to restart, requiring refreshing the page. The levels are well designed though and can teach you the different mechanics / types of blocks in the game.
nice game. great animation / effects you've applied. the motion after-effect is a little distracting I think though - combined with the the contrast of white/greys makes it a bit difficult to see sometimes.
Hi, nice work. Along with Moritz comments you could require each pin be tapped a different number of times based on some feedback you get. Completely aesthetic, but I'd like to have to do something to simulate turning the key - even if it's just pressing a key. You could also add an external timer that adds tension to which / how many locks you pick, such as a person chasing you down from room to room. People seem to like the game. :D
Hey, neat game! I noticed that there was a 100th bug in the game - if you hold a direction key, run into a wall and then jump you will get stuck. It would also be nice to see a timer indicating how much time you have. Neat concept and I also liked the code comments as game tutorial. :D
Great game. Rather difficult, but each level is bite-sized thankfully. I wished that I could somehow hold my arrow at a particular strength because timing my jump and the arrow strength at the same time (plus avoiding spikes and parsing the next part of the level) is a lot to ask for!