Incredible work! My thoughts immediately went to that 3Blue1Brown video and this is such a cool way to experience the yourself. I really enjoy how the eyes seamlessly follow whichever player is the closest to it. Such types of interactions would be fun to explore, like passing an item over to yourself but elsewhere.
Golen
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Great work! A lot of love and effort was put into the cutscenes and it shows. Gameplay could use a checkpoint perhaps as I got softlocked and had to replay a dozen times. I get the point of having your jump height and speed affected by oil and or health, but it does prevent you from climbing some blocks and making any progress.
I love this! Great puzzle design and the latter levels are a fun challenge. Having the blocks snap to a grid is great, although I wish the block sprites aligned with one another. I'd love to see larger hit areas for the tiny connectors and that dropping onto an existing connection would delete the old one instead of rejecting input. Other than that, amazing work!
Really nice polish on this one, as always! Made it to wave 24 after maxing everything. I think pacing wise, you could allow the player to purchase upgrade between waves to speed up the first few rounds a lot. There's a softlock if you buy a unit after dying, causing two retry/upgrade popups to appear, but I'm very glad you're using localStorage!
This looks and plays great! Always fun with programming games. I would say that the levels have a bit of a pacing issue with some levels being near identical in execution. Each level requires you to use every code block that you're given, but you could easily increase the difficulty by adding red herrings, code that isn't needed for the solution. The last level was brilliantly designed though!
Repeated sock locations is fine! What I mean is that the player knows the socks location before running the code, and so you can hardcode "forward, right, forward, forward" as an example and win. If you instead shuffle the socks location upon pressing "Run", the player would have to write a proper solution. Another example would be a snake game where upon picking up the socks, a new pair appears, and so on. Lots of fun ideas!
Really fun idea! The images didn't work for me in chrome but I switched to firefox and was able to play it til endless mode. I think it'd be really fun to make the later levels have multiple socks, or socks that spawn at a random location every time you run, as it's currently very easy to hardcode the exact path needed.
This is such a cool way to use morse, I love it. It took a while to understand exactly what you had to do, but once it clicked it felt really cool tinkering with it. I'd love for more variety in the sounds since there were a lot of repeated letters, and it would be fun with something a bit more stressful near the end with rapidfire letters.
The github link leads to 404. Remember to set your repo to public to take part of the challenge.
This is a lot of fun! It took me a while to wrap my head around how to play it and play it well, but once I did I was hooked. It's very satisfying when you reach a massive score. I got around 30,000 on an early level. Reached level 12, at which point it felt nearly too sparse to complete a minimal route, but I really like the makeshift feel at the start of a level to afford building.
Given the short time limit, I spend around half building a minimal route so I can afford buying more pipes, and the other half either optimizing the route or switching between sources, but I never felt satisfied with my solution. Part of it might be the controls where I'd really prefer a drag-drop over swap-click, and something like hotkeys for the shop would speed up building a lot! A "continue playing"-button at the end of a level would be very satisfying, giving you the chance to build the optimal solution .
I couldn't find the sandbox mode, but I think the game has a lot of potential given infinite time. There is of course always an optimal solution, but I could imagine each score-goal reached leading to a new "round" where a few adders/multipliers/sources are added or shuffled around, prices and goal increased, requiring you to tweak your existing machine to complete the new goal, and so on.
Some smaller issues include the numbers moving very slowly or getting stuck after backfiring. I almost never used the rotating piece because of this. I assume the optimal placement is a T-shape where the bottom is the output, but since the sources are packed so closely, I was never able to integrate more than a few sources at once. Either case, great work on this!
Thank you for the feedback! I'll definitely try to add a diagram to the game page and some better descriptions.
To place ropes, select the rope from the bottom panel, move the cursor to a free tile directly below a ceiling tile or on top of a thin platform. If the cursor is green, click and drag downwards to extend the rope, then release to place it. It's a bit harder on mobile since no preview is available, but it's still doable.














