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A member registered Sep 29, 2015 · View creator page →

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That shouldn’t happen. It sounds like it’s probably an issue with your web browser, there is a downloadable version you can get towards the bottom of the game’s page. Could you try that version, and let me know if it works?

This game was really cool. My unusual keyboard layout made it very difficult to play, but that was not your fault. I've played two characters simultaneously before, but the idea that they have see each other was a unique twist (and lead to a nice ending). A bit more (or less) puzzling probably would have helped, there were a few boxes that I didn't seem to need. It would have been cool to see the heart meter worked into the game as more than a timer (I'm not sure how, but I feel it would have added some more depth).

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This was a very cool start to a game.liked the visual style, and would like to see more of it. It left me with a bunch of questions like: "What happens when the red and green nodes connect, does the red spread through my network?" It would have been fun to manage an economy while fighting off an invading force.

PS. The game crashed when I tried to delete a red node connected to a green node.

I really liked that you found a nonviolent way to deal with zombies! ^_^ The number of graves went up very fast, which was nice in that it filled up the screen after a few levels, but it caused me to have to start off kiting so I would not be surrounded, and then it seemed the number did not matter since they were all clumped up. I liked the way the zombies would overshoot the player (I think they got faster over time?) and then course correct, their movement felt very undead.

This game is awesome! I'm not usually a fan of the clone yourself puzzle games (it was my least favorite part of The Talos Principle), but the layering in this one makes it so much better. The puzzles do a good job of skirting the line between fiendish and trivial. There were a few times that I was frustrated when I had to go back to a difficult room to replay it differently, but ultimately it made the payoff better. There was at least one occasion where my brain overloaded and I pressed the wrong button repeatedly and ended up several rooms back (I kind of wish I had a way to jump back forward in time too).

I really wanted the biggest gun...

I liked your double use of the theme. The concept was very neat. For me balancing smaller slimes that can overwhelm you vs large slimes that will not drop as much loot was an interesting strategy element. I wish I could have managed my inventory a bit easier (maybe with: slower slime spawns, slower slime movement, slow motion while doing inventor management, lulls in the action - maybe between waves, or even if it automatically sorted the guns and merged them... though that would take away the frantic fun of it). If the screen was a bit bigger I could have seen slimes coming from further away and not felt unfairly ganged up on. It would have been nice to have a way to recover health too.

I really liked the art style, and especially how the game show wind direction so smoothly. The idea behind the movement was very unique, but probably a bit too hard to teach the player in such a short time. I had a lot of trouble with the controls, but eventually got the hang of it. I think I skipped most of the platforms by doing large jumps (holding up and right and jump when touching one of the wind adjusting birds). If the game could have had a longer introduction sequence to teach us the novel controls I think this would have been an even better game.

I really liked the "alchemy-ish" theming, and also learning about all the element combinations (I did not read until after I played the game). After I learned what they all did it got a bit frustrating not finding the elements I was looking for (until I found a strategy that used them all). If the game was developed further into something fuller and gave me a reason to want to see a next level (or even novel enemies), I could see playing a lot more of this.

Thanks for checking out my game!  I am glad I was able to get a few layers of rules in that could unfold over time.

Thanks for checking out my game! I realized that the puzzles were going to be "spammy" about half way through making them (I'm still learning to make quality puzzles quickly, the ones in the game were mostly just my uninspired mashing of things together). The idea I had to fix it was to use a procedural level generator (at least for a base level that I could then dress up) that creates levels with only one solution (the difficulty could be estimated by how many possible bridges are not placed). In the end I opted for the safer mashing levels together since I wasn't sure I could make the level generator in time.

Thanks for checking out my game! I could probably fit in a few more tile types, but after that I think it would start to be too much cognitive load (unless some older mechanics are phased out). A procedural level generator would be neat though....

Thanks for playing!

Thanks for playing! Yellow tiles were supposed to be sand, used for visual interest (I probably needed other purely visual tiles or to stick to only special ones)....

Now I'm trying to think of what interesting rules sand could (should) have had... maybe a sand tile cannot bridge to another sand tile.

Thanks for playing! I'm glad you liked it. There are a few novel puzzle ideas I could squeeze out of what I have so far, the only main puzzle rule that I cut (for time) was a "portal tile" that would allow two isolated groups of islands to connect even when not adjacent. The camera being locked was a conscious decision (I don't know if it was a good one), and I certainly could have used more time to position each levels camera more optimally.

Thanks for playing! I was happy with the camera movement between puzzles (each one can get a unique prospective), I also added some dolly zoom to make some puzzles more 3D and some more isometric looking, but I don't think it's noticeable.

Thanks for playing! I tried to use novel mechanics (added every few levels) to augment by poor puzzle designing skills (this was good practice for me, the last puzzle is the one I am most happy with). Unity's WebGL seems to have gotten a lot slower over the last year or two (for my games at least), there is a downloadable version that should run smooth on most computers. 

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Thanks for playing! It didn't occur to me that people that did not come up with rules and then make puzzles based around them would be less familiar with them than me ^_^ whoops. I added a list of rules to the games page if any future players want a reference, thanks for the idea!

Thanks for you kind words.

I first learned programming in Turbo/Power Basic for DOS. `SCREEN 13` was what I knew how to do, so it made sense to me to try using it again. ^_^ I made this game in a few weeks (Jan. 2017), and before that it had been many year since I did anything in DOS, and I have not done anything since. My process is 100% not ideal, but I can walk you through the environment I set up. I'm assuming you found the source code, but my build scripts are not in there. At first I was happy using Turbo C 2.01, for nostalgia. After a while it got to me though, and I had to switch to Sublime Text (my preferred editor), I kept using Turbo C as the compiler though, this gist should give you everything you need for that (the bottom of 'dosbox-0.74.conf.txt' has the code to invoke the compiler, and run the game from in DOS).

Turbo C 2.01 is not ANSI compliant, and only runs in DOS; if I were to start over I seriously look at using DJGPP (a port of GCC to compile DOS executable).

Thank you again for you interest, and I hope you end up making something! If you have any more questions my email is: I probably cannot be too much help though, since the project was so short, and a while ago. ^_^