I ran into a bug on the opening battle and couldn't continue. I played in HTML on Chrome.
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Thank you for playing and for the feedback. I think you're right about the matchstick size and made it bigger. Also added a slight skew to the stick when picked up. There is a reset button at the bottom right corner of each level. I have it called out on the first level.
The idea is to make 3 square without loose ended matches sticking out (Those two matches at the top.) It's my fault for not making that clear in the description. I'll update the description so it's more clear.
I think it's fun to have a spawn-kill level for some areas as it adds excitement. But too much of a good thing feels bad and so much of gaming is about how it feels. Hard to quantify. Maybe on the levels where the enemy follows you, have them paused until the player makes the first move?
There seems to be a lot of potential here. I loved the sound design. Teleportation idea was a little hard to get at first but it was very clear after a few tries. I like that you had a WASD walking tutorial but I think you could have saved time and skipped that. I had to figure out the colored papers (I'm assuming were stand-ins for a key?) opened doors. I would have put tutorial time explaining that. I was holding down shift the whole since it was helpful the whole time to peak into the other side. Maybe just make that permeant? I found a bug where I was able to get into a wall very close to the outside. I would have liked my camera to have been zoomed out a bit too.
Right off the bat this game is very polished and I love the graphics. Puzzles were cleaver. There were multiple levels where standing still would lead to a spawn kill and that got a little frustrating. That last key felt very satisfying however and the ending was fantastic!
I've done a lot of polishing tonight and incorporating some of the comments. Check back tomorrow after voting and I'll upload a v2.0 thats much more balanced. I believe my current version is far too difficult.
The use of all the colored tiles was nice, I think better than any other game. I liked the dialog from all the green dudes. I wanted them to have more hints if I were going the wrong way. I felt a little like I had to memorize the layout to win and got discouraged.
I agree with some of the other comments that the enemies were a little too hard. There is very little room before they reach you and often jump right away making them near impossible to hit. I think if they were slower it would be better. The controls: key pad + controls mess with my Mac. If I hit ctr+up at the same time it opens up all my tabs. Shake screen done well, I felt like my attacks did damage.
Thanks! And yeah, there is a lot of room for optimization. I went for programming speed over efficiency, but after the voting I'll go though the code and clean things up. Hope I didn't cook your processor. :(
I won't spoil any puzzles. I've used the "New Technique", to pass from the room I think I need to start in, to the room with the exit. From there I can get to a 3rd room... where I either maneuver back to a solvable position in the second room or get to a fourth secret room with a hidden exit. If you say it IS possible to solve it, I don't need a hint. I'll keep working on it.