Great work! I feel like the current levels could do with a redesign, and since the switch key pauses all of the moving platform properties, it should also pause the frog and tank properties, I personally died a few times from trying to switch with a tank but it shot me. Cool mix of platforming and puzzling, and could definitely add a lot of levels with new properties and enemies. You could even have secondary non movement properties (like color or camouflage) for puzzle purposes.
IrrelevantGaymer
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Neat concept. I found that the hooks that come out of nowhere and grab your fish was a little frustrating, and it felt like the best strategy a lot of the time, was to wait instead of go around the hook. So maybe an incentive like a net that's gradually moving behind you, to keep you constantly moving. All in all, cool visuals and addictive gameplay loop.
So I had the opposite problem that everyone had. Once I figured out how the chicken works, its pretty easy to kill him. I ended up getting a score of 3. If you have a 3 lanes, you wait until the chicken goes to lane 2, activate 1 and 3, and then activate lane 2, and its really consistent. It was fun in the regard of solving it for me personally, but I don't think that's where most people derive fun I would assume. Cool concept.
I feel like invincibility frames were kinda busted, I solved a number of puzzles by just placing needles in front of hearts to prevent the player from picking them up, and I feel like I exploited a mechanic as opposed to solving a puzzle. I also feel like I didn't really utilize all of the game's elements. I optimized the fun out of the game. I still think this is a cool idea, but definitely needs to protect the player against themselves.
Super cool, I do think the isometric perspective is not the way to go for this. I think a standard 3rd person camera would be the way to go, just because of how important angles are in this. I also thought it was annoying moving the area between rooms, a recall button would be nice, or a special ability where you are able to fire the arrow, but its on a long cooldown.
So it seems like you including your Unity project in the file. I don't recommend you do that in the future. I don't mean to echo everyone else, so for future reference, you can create an empty folder on your desktop and set the file location for your build there.
Now about the game, I've played with toys like this when I was a kid, and I think it's a really neat game concept, especially because you're able to expand upon it, which you do with spikes and the holes in the wall, which I think is pretty cool. Definitely can be expanded upon further, I had a fun time, I definitely think it'd be super fun to play more levels with more mechanics, but this is really good. Music and visuals are great. I did run into a bug where my ball got stuck inside the mound in level 2.
Great idea! I do think the puzzles could've been a little more well designed, because I felt like I was kinda stumbling through the puzzles, which I think is also due to the limited camera. Also I found a couple points, where I didn't realize I picked up a card. Regardless, this game can absolutely be expanded upon, and it'd be a great full game.
I think this was pretty cool. There's some jank moving the platform into hitboxes like the player or enemies, and the movement feels a little clunky, but all in all, you can expand this with really cool ideas such as becoming a spring platform or different types of enemies where you want to use the platform as a shield. A lot of potential here.
Thank you for the kind words! I agree rotating the cube gives a lot of depth, because technically you have the same range of control as normal tetris but some maneuvers are going to be more difficult than others, because you either have to chase a block sometimes or get at them perpendicularly. There are definitely a few bugs, I kind of overlooked gravity for blocks for specific edge cases, so that'll be one of the first things I fix. Thank you so much!
I think the big issue is moving the player, the only way to do that is with the magnet (as far as I know) and the magnet deals damage to you unless you use another magnet, and I feel like the magnet is too quick. I think that idea is interested having to switch back and forth consistently to avoid damage and deal it to the boss at the same time, so I think difficulty balancing would do well. Also prevent the boss from attack during the tutorial. Other than that, cool concept, cool combat.
I like this take on Tetris for this prompt. I do think the timer should be lengthened or removed, because of the lack of intentionality. With that, I do think move previews would do well, so instead of block previews in normal tetris, you can see the moves for the next block, or the one after that, which would add an extra element to the planning ahead I think. Cool submission!
Elephant in the room. The glitches are rough, glitches are going to be common but these do get in the way. However, this is a cool concept and I was having fun when the glitches weren't affecting it too much. Here's some suggestions if you want to expand this further: randomized tracks instead of selecting them (so you get a preview of your next track but that each next track is random so you have to deal with what you have, starting further to the right, and finally have the train stop when there's no track in front of it. Overall, I think this is a great concept.
I think this has a lot of potential. It's fun, it could do with some balancing and I think teleport needs to be reworked (probably gives you two and just teleports you to the next portal, using it. The way it is now is super chaotic and hard to play with any intentionality.) Also I think the snake should be slower, because this is more puzzly arcade and I think it would fit better. But amazing job, really good for a first submission.
Really cool! I could be stupid but Under Load is a great level for revealing that not just the wasd/space keys spawn, like I did not even think to try the other keys. I think the final level is a little frustrating because I had an idea, and it worked, it just took me so long to execute it correctly. And the fact that some levels are more puzzly, and some are more platformy, and the puzzly levels still require a bit of precision which I feel is slightly annoying. Overall, awesome job!