I love how they all have unique names. Princess, Cheese Wizard, & Master Yoda are my favorites. Don't ask how I know all their names.
ItsTerryTheBerry
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Unfortunately, i don't have enough time to beat the last level (the rain level? no idea) its impossible to not get hit more that 3 times there, for such a long time. but thats my only complaint.
I'm amazed you three fit so much stuff into 2 days! the lidar mechanic is impressive, although I do feel its a little underused? The rain level, for instance, is not the best use of the lidar. but the first few levels were stellar with it. Despite that, it being a puzzle-horror game is very interesting. Having to embrace the very things you need to avoid, while being clever about how you bounce the beams, is truly a great idea.
I'd like to come back to this and beat it, but I gotta try out the other games! I've got only an hour left and there is no way I'll get to them all
Okay, I've got some constructive criticism!
So I'm gonna start with some of the negative stuff, as I do feel it is the most important here, and then I'll talk about whats really good about it
To start, holy YGHJ what are those directional controls?? Its not actually that big of a deal, but it took me a good 10 minutes to find a comfortable setup with that. I think your idea was that it lines up with musical keys in some way? its a fun idea, but it does introduce accessibility concerns.
As for knowing what to do: Its kinda like a rythm game, right? Except we don't know what keys we should be pressing. The thing about doing the movement is that it works, but the timing needs to be really generous.
Lets take the eyes scene for example. It seems, although I may be wrong, that you only allow input after an action occurs, and then a brief leeway in case you just missed it?
so for the eyes moving in a circle, you would expect when the eyes are UP, you press UP, and when they are RIGHT, you press RIGHT. The problem is that you don't allow "anticipatory" input. we know what a clockwise rotation is, and we know where it will be the very next moment, so thats when we hit the key. The problem is that its too late, and only late. so we really get: when the eyes are UP, press LEFT, when RIGHT, press UP, when DOWN, press RIGHT.
There is another timing problem too. In the feet scene, for example, it immediately starts with an input, only to follow one shortly after. We can see the second one coming, but the first one is impossible to see until its already happened (the late input cushion is nice here, but its not long enough.)
For the good stuff:
INCREDIBLE interpretation of the theme. Slowly revealing something instead of literally involving light was very creative. I'm also a big fan of how the first two fill in. The first barely adds any context, although I was wondering if the gray dots in the eyes scene were perhaps fingernails of a hand covering the mouth? well, I was unpleasantly surprised when the second fill-in came through, by far the creepiest scene I saw. the third seemed to kinda just make everything orange? I didn't get past that after about 30 minutes I think? maybe thats a tad over, I'm not sure
Overall, fantastic project! Just remember, when making a game based on quick inputs, consider reaction time, visual hints potentially being misleading, and also that you aren't relying on memorization. (for that last part, while testing the game, consider shuffling the scenes around, and if you fail way more, you'll know the memorization is doing too much heavy lifting)
I think the game might be broken for me, and I don't want to give it an unfair rating because of that. It appears there is a connector of some sort, and a word "fi" but it gets cut off ("fill" maybe?)
Nothing happens if they are connected, nor if they are disconnected. the thumbnail of the game suggests the blue tank in the middle is supposed to change, though. Am I missing something?
High of 49850! Level 10.
I was looking forward to playing this one from the stream. It's like a mindless cookie clicker asteroids game, which is probably not what you were going for but I think it works well. I have the same complaint about the movement mechanics, though. Maybe if the ship couldn't break, that would raise the stakes? Just an idea of course.
There isn't really enough time to solve the puzzles, so I ended up just pressing every button rapidly until it allowed me to continue. I also already knew some things from watching the stream.
The integration of the theme is very interesting (and depressing)! I feel if there was more time, and perhaps a punishment for getting the answer wrong (10 seconds off the clock or something) it would be perfect! Also, awesome music! It fits the game really well.
The "story" of the game feels like it has a lot of potential, I wonder if you'll consider making a full version?
I see other people got the rover working, but once I got in, my only options were to exit, turn it on, or turn left using left click. None of the movement controls worked for me. The LiDAR mechanic was pretty neat, though, I like that part!
Best suggestion would be to make the terrain more detailed, as you are using a LiDAR Scanner on a completely flat surface. I would also suggest some kind of hint that you need to follow the sound to find the rover, as I thought that was something I started next too and not the objective.
Thank you! Yeah, there wasn’t any time to work on the level 2 ending at all. The enemy animations were made and programmed in the first 30 minutes of the last hour, so what I had there I just had to settle with.
Also, was the geometry on the level 2 terrain messed up when you played the game? And did the game ask for any permissions?
yikes! That’s odd
I heard earlier that it asks for permission to use the internet. I gotta research how to turn that crap off.
Also, you weren’t in the wall in level 2, the terrain just doesn’t load visually correctly, but the collision is there.
I didn’t make the game package, but I have some ideas that may fix it.






