Oh that makes me sad, is it a browser issue/would work in another browser? I know there’s some webGPU issues in some browsers, which is what this is built for.
Jack Nash
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Thank you! The digit code puzzle is completely random on each run whereas the wires and the truth table puzzle had to be manually designed, I ended up with three of each of those two which are randomly decided each run.
My main concern was whether there were ambiguous solutions so I did so much play-testing, and out of everything it took the most time to make sure of them.
Some of those enemy locations were cheeky as hell and gave me a good little giggle to myself.
Few things I noted though was that once you are low enough on health, your screen goes REALLY red and it’s super distracting and if you take a health buff to get higher health it remains super red, and even on a restart it does.
I got caught on doors a lot cuz it seems to use the whole sprite as a hitbox?
I did enjoy my time though!
:D
Sure, I’m just gonna drop all of what I caught regardless of how much I feel it’s an issue just cuz you’re asking, and this is just from memory and from the screenshots. I’d say the game is stylised which is great, but the whole vibe is still quite flat in a sense wrt the shading and the entire map seems like the same thing just in slightly different shapes, etc. And the shadows don’t really match the objects casting the shadows.
I feel there is a lot of “emptiness” in feeling when traversing the city, particle systems may help like leaves falling etc to add a particular vibe. Maybe particular lighting like if the game is in dawn or dusk to add some dynamic feel to it (not saying a day/night cycle). Having the enemies more animated may help with having the game feel less flat, perhaps even a shader around characters etc so they’re outlined in black might be cool? That’s just an idea though, not sure how that’d look with the rest of the game if nothing else is outlined.
Wrt lighting it might be generally easier to set the game as night so you can have better dynamic lighting such as from streetlights etc. Might have an easier time than doing proper lighting for the day time but I’ve never done a 3d game that’s in the daylight before so I’m just going off the dome here.
The UI is also barebones in the sense where it definitely works but I’m not sure it fits the theme you’re going for? The checklist part is fine more like the way it’s shown.
If there’s anything in particular you want me to give feedback on wrt the graphics, lemme know.
I’m glad you enjoyed it :D
The green tile I was planning to have more puzzles using that as an actual solution for the puzzle but I could not get the mechanics working in the way I wanted them in time so I had to put them aside for this particular submission unfortunately. I do plan on adding them either after the fact, or if I work on this again or for the IMGJ 40 which I am quite tempted to do.
I’m glad you didn’t think the puzzles were too easy or too difficult, I was really trying to balance them well and only a few people around to playtest but they gave me so much helpful feedback so I appreciate them deeply. I am proud of what I had at the end of this.
Thanks for playing both versions :D
The difficulty ramp seems fine to me. I quite enjoyed minesweeper but didn’t like the 50/50’s you can find in it so I stopped playing it a while ago. This seems to be a good solution for that issue personally. I loved this and wished there was more levels, or even a randomly generated version of it. You know it’s fun when I decide not to progress to the next level as soon as I could, and end up wanting to clear the full level first before progressing. Great game!
I played this twice over two days as I had no idea what I was doing the first time round. But the second I understood how it worked, and it’s definitely an interesting idea. I still have no real idea what triggers the reproduction at all, I’m assuming just a collision but sometimes it worked and sometimes it didn’t even with two full bars on either side. There’s a pathfinding issue I felt that when playing as eve, the adams sometimes just decide to sprint away from the resources into the edges of the map and I ended up flinging myself by dashing through a bush and ended up in narnia. Cool idea though for sure
I did enjoy this for what it has. You had it written on the project page but the turning did lock up for me the whole time so I had to spin the other way to just turn around quite a lot which was a little jarring as well as me not being able to figure out how to get my mouse cursor off the screen.
I think the goals are a little too vague as there’s no way to know who is mom and lig, the pub was obvious enough and the “relax” made me think I had to go back home so I wandered everywhere and it just said I won randomly so I was like “huh, cool”.
Overall I feel this does have promise if the gameplay process is polished more. Good submission :)


