Amazing, haha
Hempuli
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Those are fair points! The first thing was meant to concern cases where a unit is in the middle of the player's formation so that they can't move anywhere no matter how the opponent changes their formation. I'll add a clarification.
There should already be a statement towards the end of the rules stating that the player may move only one unit on their turn if they have only one non-exhausted unit left; I guess I could add an extra point about it earlier in the rules to make it clearer.
People have mentioned Shobu to me a couple times but I've yet to check it out in any way; apparently it's very well-liked, though. Also Entanglement looks cool! Funnily enough, when making this I pondered on a game where your opponent moves one of your units after moving, which is slightly similar but not quite as elegant as Entanglement's design. Nice work :)
This was a really cool take on marble maze level design. The way the bumpy terrain had been generated from the images was really interesting, and in some cases also led to very neat movement puzzles. However, in some other cases the source images were a bit too noisy and as a result navigating to the goal felt more like rolling over a randomly uneven terrain. I think with some more guided design this could make for a very cool variant of the usual marble-navigation.
The sonar-like screaming was a cool mechanic - I could see an expanded version of the game include things like walls you need to detect in the darkness. I also liked how the scream effect seemed to favour the direction I was facing, meaning that while I could affect monsters "behind" me, those in front would get the brunt of the scream.
The seemingly-unlimited space combined with the 360-degree attack meant that I could avoid the monsters and slowly defeat them without worry until they became so large that they spawned right on top of me. That said, I think it's nicer for a jam game to feel somewhat too easy than somewhat too hard.
Interesting! Understanding the logic behind the movement took a bit of trying and I'm not sure I quite grasped it in the end, but once the gameplay started clicking, it was neat to try to tease the climber into reaching new heights. The music was also nice, and I liked the very clear presentation. It would've been nice if the game wasn't quite so zoomed out; as it is, it's quite difficult to accurately grab the limb I want, especially when doing a maneuver where most/all of the limbs are at the same grabbing point.
This was fun! I had to try a couple times to realize that the jump was the optimal way to traverse, since it prevented me from tipping over. The low-fi aesthetic worked well, and I liked how intuitively the car controlled - the physics and driving felt very good. A quick restart after falling off or ending up upside down would've been great. The music was also cool!
I wasn't sure if there was meant to be a sound effect associated with the scream'n'jump; first time I'd press space there'd be a short freeze after which things would go back to normal, but there were no sound effects then or later. Also it seems that the game window is half the intended size in the browser version (using Firefox).
Classic idea well executed, it would seem! The minimalistic visual style works well with the similarly minimalistic gameplay. I could see a slightly expanded version where the lights-out mechanic was explored in more depth, with the theme of trauma incorporated in some way; perhaps in a puzzle game format?
Also thank you for providing the video, since I don't have access to an android device.
I've nerfed the amount of girth you can get because girth ended up being a *really* powerful upgrade that trivialized some puzzles. The game has been balanced so that you shouldn't need more than 14 girth to get everything; however, that particular blue room was initially set up badly (and the layout seen on the AuthorBlues video is the old, bad layout); there should be more vertical space for maneuvering there.
However, there's also a semi-unintended trick for that specific room - once you enter, the golden teleport activates, so you can teleport to it and skip this particular puzzle. It's not the intended solution but might save some frustration.