Oh no! But also thank you! 😄
Yeah it's not the most straightforward thing haha.
If you ever have a minute to elaborate on what confused you, I would love to hear it!
Wow that was amazing! Half the fun was just looking at the amazing levels you created! I don't know if there were any instructions anywhere, but I didn't need them! What an intuitive concept.
The few things that caught me off guard was the fact that some things were desturctible and some things were interact-able with the mouse and some with the magnets. I would have appreciated some sort of visual distinction here (at least for the destructible objects)
And way more of a polish/post-jam request, it would be great if the player could tweak vertical/horizontal view rotation speeds. Getting my view from the top to the bottom of the cube felt really slow
That all being said, I still absolutely love what you've done here, it's great and I would love more levels!
Nice!
Really cute game, art and sounds are great! I love the mechanic and I feel like it has lots of potential with even more soul types! Maybe even make the way the souls behave necessary from time to time? (like you need to use them to smash through walls). But yeah, really excited for what you do with this!
One thing I will say though is that the spikes and spinning saw blades made me think my character was going to get killed! But in reality, they just do the same speed reduction as all the hazards, right? I would recommend having hazards that look like they will effect the player the way that they actually affect the player (eg. a saw looks like it will hurt/damage/slice the placer, some thick slimy goo on the floor looks like the player would get stuck in it and slow down).
But that's just nit picking, overall nice entry!
Wow. I think the graphics were literally too god. It became kinda of distracting haha (kind of strange, but I also felt like the sound effects were not good enough for such great graphics?)
Either way, those a good problems to have because they are easy ti fix! You had some interesting puzzles going there, great job on that!
My only other request would be that there is some sort of way to control the character while they are in the air, especially since this game involves a lot of jumping that is very timing dependent!
But again, solid jam entry!
Nice!
This is really well made! Generous enough to feel possible, but if you aren't careful you could easily lose!=. Good job on balancing that! With a bit of polish, this could be a great standalone game!
Some feedback below:
Great that I could see my score at the end, but I couldn't tell how good I was doing? For example, one time I beat a level with 1 person left and got 1000 points, on another level I had 8 people left and had 2400 points. I didn't know if these were good or bad numbers for the level I was on. I would recommend putting a 'grade' next to the score (eg. "S", "A", "B", etc) so that players know that they could try and be better at the game
Didn't seem like I was being rewarded for completing the level using fewer troops? If I was, I wasn't seeing it. it would be great if any left over money I didn't use carried over to the next level (as one possible solution), or it could just be bonus points at the end of the level!
I'm not sure, but it seemed like I was rewarded for spending as much money as possible and thereby letting more people survive thereby giving me more points, but the 'placement' phase of the game made it seem like i would be rewarded for strategy and that implies doing more with less.
LOL
I think you're actually right, I might have been thinking of a sea cucumber but I just didn't register it hahaha
The way the art thought process went was: they need a way of looking like they can walk on spikes (regular legs wouldn't cut it, wavy slime it is!) -> they need to look strong and like a platform (give 'em a good ol' turtle shell) -> wait how do we combine these things (we.. just.. do???)
And then a teammate called it a turtle and it stuck ahaha
That was really fun! At first I was really confused but then it clicked and was really enjoyable! And the art is great too! Simple and to the point!
I liked the fact that the enemy had more health than you, it meant that in an equal exchange of attacks, the enemy would come out on top. The health difference meant that you HAD to be better than your enemy and get more attacks in on them.
Though the health values might have been a bit too high haha. Once you figure out a strategy, the amount of health the enemy has becomes a lot more annoying because you're just repeating the same thing. imo, you could counter it in two ways: reduce both the player's and enemy's health by equal amounts (while this would make the game shorter, it would mean that once you figure out a strategy, you are rewarding with a quicker game end. also don't make them too much smaller, really small health would mean that a player could get a few lucky shots in an win! It's about finding the balance), alternatively, you could have the enemy go through attack 'stages' (this would naturally involve more work though)
I read some your comments and it's unfortunate that having asymmetric levels didn't work out, good job on trying though! But I would say that if the main problem you had was that once the positions were no longer symmetrical then the player could simply walk an enemy off the edge, then maybe you should make it such that they CAN'T fall off the edge! ...or even let them still fall off of the edge, it could be a quick reward for a player for figuring out that they could do that! Not every level idea needs to reused multiple times! (also I never even knew you could fall off of the edge haha)
To throw out some ideas that DON'T involve asymmetric obstacles:
~~ SPOILERS!!! ~~
Just so you know, the 'strategy' I figured out was:
1) Aim to the left of the enemy
2) Fire
3) Wait a split second
4) Move to the right (so that the enemy moves left and into my projectile)
By doing this I was able to avoid all damage while ensuring I hit the enemy. I had a friend that hasn't played too many games also try this and they ended up on this strategy on their first try!
Sorry for the essay! I just saw that you were interested in continuing to work on this game and I thought I'd try help! Also congrats on making this game, great job!
WOO making games!!!!
That was really fun! Would have appreciated a few instructions haha but figured it out after a few tries! I'm not sure how useful the green towers are and it took me the longest time to figure out how the red towers worked. And yeah you just went HAM with those towers near the end eh? hahaha
Nice work!
I was able to finish the whole game and really enjoyed it! The other comments had me worried, but it all really was possible! (though I think I might have 'cheated' for B+, i just jumped over the teleporter completely haha. And yeah it seemed like there was a limit of 3 clones? I don't know if that was intended or not?
But apart form that, this was a great game! I loved that you let the player just infinitely get smaller!!! I swear I got Antman-quantum-level small at one point ahahaha. And the clones were really fun! I enjoyed some of the later level design too! Very tricky!
The music, art and animation was great too! Good job!!!
The mechanic is really neat and the art is very cute! And some very tough levels haha.
I do wish it was clearer which objects I could or couldn't switch with (maybe a special outline for them?). Also was the white/yellow box with the designs supposed to do something? If they were, it they never did anything special for me and I couldn't figure them out...
Still all the same, it was very fun and satisfying to zip around all over the place by switching places with things!
What a cute game! I daresay it rivals our submission in terms of cuteness >:]
I also like the puzzle aspect of it! Needing to be on the same circuit to light up was a neat concept.
Unfortunately I was on the Windows version and I did not hear any audio..
I also would have like a bit more of an explanation in the game about how the 'circuits' worked!
Apart from that, nice game! It looks really great!!
Oooh an Unreal Engine game! It's the first one I've played so far!
Two player games are also pretty rare for a game jam, so that's neat!
Wish there was a bit more to do in the game, but yeah it can get tough to fit everything you want in a single weekend eh? haha
Still, what you've done is impressive! It was still fun to move around!
Oh I also didn't know what any of the controls were, I almost missed some of the animations because of that! Maybe add them to your comments on this page?