I thought I understood this, but then a couple of rounds ended like this:
The opponent bid 3 sixes, I called "dudo" on that, there weren't 3 sixes, but I *lost*???
This could be "because of wilds" but I have no idea what "wilds" are or what it means in game terms when the braid breaks... does that just mean there are no answers and whoever called dudo automatically loses? Confused...
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Yeah, it is really hard to plan that sort of thing in advance, I have a back-burner game idea myself that requires that kind of deep discovery mechanic and I have no idea how to get into it myself...
I might need to spend some time researching specifically into other games that have done that well, if I can find them...
This is delightful, but at the moment it only grabs me for about an hour... what it needs is some deeper consequences to what I lay out... things to discover, interesting/surprising things which happen when I put components together in certain combinations, maybe new objects I can unlock by doing that...
Can sometimes see lilypads through the ground...
It took me quite a while to work out what was going on, and I still may not have grasped it completely...
...the colours vs. ghosts I did not get until I read the text (and obviously I didn't read the text at first). I like the idea but I think it needs signalling more, maybe have vulnerable ghosts flashing, or greyed, or something?) Also the "teeth" ghost is a bit mixed in its colouration and that confused me at times.
The teleporting around I still haven't completely worked out, is it just a way of respawning, or do some things that just teleport you? For a long time I thought the wheels were teleporters, but how I am thinking they are just monsters? This illusion (if correct) may be contributed to by I think there is a bug where occasionally I can be the right colour and still die (or at least teleport) when I hit a ghost.
Not sure what the flames are, are they ghosts in the process of respawning?
One feature of the original is that you cannot stop, I wondered whether you should also have that, but I think maybe with the arbitrarily complex mazes we need this additional option.
One feature I noticed about the mazes is that any area with limited exits is scary to enter when there are multiple ghosts around, so it would be an idea if you could guarantee that the level had a mix of scary and less scary areas (e.g. the sort of thing a human designer would intuitively do). You might be able to do that by making the maze generator start with larger rectangles (with a difficulty assigned to them) and recurse to filling in the final detail...
I wonder if a sequence of levels, where the difficulty and size vary as you progress would add a lot to the experience, e.g. give a clear sense of progressing and mix-up the experience with a bit of variety...
Fun! And a clever idea, could maybe have done with a tiny bit more time to see each obstacle and work out which character was needed... If you could work out some more mechanics hanging off the same characters, say places where jumping would take you one way but not jumping another, then the level design on this could get quite rich...
A nice idea but the controls are much too sensitive. Level 2, for example, it is almost impossible because there is no way to move sideways by a small amount to get through the bottom section... Handling gravitational acceleration (where the increasing speed needs constant nudges to stop it getting out of hand) is also not really possible with the current setup.
A clever idea. I needed a little more feedback about what was happening though, when I hit the bad guy we seemed to switch back to good? I thought I was causing that at first, but it was just timing. Then I worked out the guy had a health meter and I was able to keep on and beat him. I think the switching modes was maybe a little too often, but then again you would need perhaps a bit more to do in each mode to fill the time...
A nice relaxing game but as others have said it needs better view control, I kept dying, not because I was doing it wrong, but because I couldn't tell precisely where I was... the ability to move the camera would help, as would a shadow on the ground (assuming we could always see the ground...) Very nice idea though!
A fun idea! I found the controls a little too "twitchy". I think it would be fun if the the environment were more complex, and if you could trigger chain reactions with skillful play, say if you could make stacks of stuff fall on the robots if you hit them right... and had gravity the right way at the time...
This is really promising, it unfortunately gets too easy and I was able to leave a defense unattended and it finished the game. As a next step you would need to look at ramping up the bug strength and then having upgrades to the defenses too so that people can improve those to match...
...also consider the shape/area of attack of the defenses. e.g. at the moment both the spray and the glue are area-of-effect, which means that they work just as well whether 1 or 20 bugs are coming. More of a tradeoff between damage and rate of fire and number of targets would give the player more strategic choice.
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Nice idea, but not quite balanced as it stands, once I had got the idea of not doing anything during the first wave, then I beat the second wave by keeping the fire-rate high and a few upgrades and after that I hardly ever saw an enemy again, I got too far ahead of them...
I also wasn't sure that the purpose of the "Carpe Diem" button was, I mean it obvious gave me more happy pictures but was it changing the game? I wasn't sure... I thought when I got all four pictures that might be a win, but it seemed not.
Nice idea though!
I love the idea and what is there works reasonably well...
Minions need to stick with a job more when set on it, and also it kept freezing, seemingly more-so as the game progressed but a nice idea just needing a bit more polish...
To be a full game this would have to be a tutorial level and further levels would need to present increasing obstacles, but that would be beyond the scope of a 1wk jam.


