I found the loop a little slow, I'd like to see more than a few fields change a day! The concept of selling items to influence others is really interesting though
Jellybean
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This is right on theme, some warning for when the ghosts appear would be great but didn't actually become an issue after the first time they appeared. The UI for how much of each object is left was really helpful the first time stairs showed up and I didn't know I had to push them off. Awesome stuff
super cool, I like how the levels are made to force you to swap your focus between multiple characters. I'm not a huge fan of how the same levels just keep having more added to them because it makes the game really difficult really fast, maybe I just suck at platforming though and it does make you rethink the same paths
mine crashed when I tried to split apart D:
It's a lot of fun though, a tutorial or some signposting could help a lot. I didn't really know what to do until I got a ranged bot and started playing it like a top down shooter. the aesthetics are really clean which makes it easy to spot what's friend and foe even at small scale.
I like upgrade games but could never get the time to buy stuff, being able to exit menus by walking away so I can buy stuff and get back to shooting quickly would be cool. so tutorial kind of stuff explaining how to get ammo and other stuff from other carts would be awesome. I'm excited to play the updated version in your description.
It's an interesting concept, laying cable between 2 points has a lot of options for exploring in a puzzle game. positioning the nodes was really tricky though, I wanted to use them to manipulate the paths of the moving blocks but really struggled to put them where I wanted.
The zero gravity is cool, it gives the player total freedom to place the cable where they want and removes the platforming requirements of other puzzle platformers.
I definitely died a lot, but got through it in the end :) . was it possible to lose the dance game? as well as the slap game, they felt like they didn't add much to the game play since they'd complete on their own, even though they were funny. The kill, fall and die games fit together fantastically though and were a lot of fun, usually timers are awful but using one to force the player to complete the games simultaneously was great.
Nursing massive laser nests and picking up a big combo is incredibly satisfying but after a while it didn't feel like I had to work very much to get them since the range for the laser walls was seemingly infinite and the mirrors duplicate lasers. slap some fancy lighting and power ups in this though and it could be a super tense bullet hell game. awesome stuff
I love the retro computer theme, sometimes there were corridors and blocks that I didn't use and I'm not sure if I just found a second solution or if they were red herrings but they put me off track to the solution sometimes. Hopefully we get to play more levels with extra elements like locks and keys or push-able blocks some time. :D
This is lots of fun. at first glace I thought it was just "collect these but movement is difficult" but it turns out that you can choose how the dancers will influence your movement, then the game becomes a sort of exercise in programing your own automata to complete the level with as little influence as possible.