Indeed. Always a good time performing a good catch! Hopefully I can turn this into a proper collection game in the future.
Kaideu
Creator of
Recent community posts
Glad you enjoyed it! Was honestly surprised how many lasso game there were. Although, with 37k participants, I shouldn't be.
Ya, I noticed during playtesting that I was able to tell when the auto close would take place since I implemented a distance requirement from end point to start point to ensure nothing was caught when the player just makes a line.
Great double entendre on the looping concept. Although the movement felt a little weird and the corner collision were bothersome, I was still able to complete the game fully.
If you'd like tips on the collision issues, I would consider looking into the "Collide and Slide" collision algorithms. Poke Dev on youtube has a good video explaining it
Glad you enjoyed it! We did include a pause button in the upper portion of the screen, or by hitting the esc button. In the pause menu, we included a reminder for the colors :)
Feel free to continue trying to the end! It's basically a rock-paper-scissors style game, so try to go for the win instead of ties!
Interesting game play for sure. I was a little frustrated having to wait for the timer without knowing when it was going to change, but that's just a personal issue.
However, on the second level, I couldn't progress because I pushed the block against the wall and couldn't get it away from the wall without restarting. Maybe having a reset level option could help?
Great simple gameplay and sound design, well done!
I'd probably ask for either more color scheme options, or customizable colors. Unfortunately, I can't actually see the difference in color between the left and center. But I'm colorblind, so... If you don't want to add extra colors, I'd suggest making them a little more vibrant, alternating vibrance, or adding a pattern/shape difference to compliment the colors
Solid mechanics and gameplay! Definitely a winner. Honestly, there's not much critical feedback I'm able to give on this one. A suggestion may be to allow the player to save some of their art, but probably not a simple task for the time allotment or WebGL. I would absolutely love to know how the pattern recognition for scoring was done though!
I can't actually seem to figure out how to play unfortunately.. I'm not sure if it's a bug or not, but the bullets don't appear to be hitting the tanks. I had it happen maybe twice and I even destroyed 1 tank somehow. I couldn't figure out why though.
If you're having an issue with the physics system and the bullet going to fast, I would suggest using the Mario physics check method. Essentially, before you move, you calculate your next frame position, then check between the positions two positions to see if something will be hit. In unity, this can be done with the SphereCast or BoxCast
Definitely an interesting concept, although, I didn't really understand the concept of the controls until I read in your description about hovering the mouse over the enemy. I wasn't even sure why I was dying until I realized the things at the red light were the ghosts. I can tell you tried with the tutorial though!
The aesthetics are also very well done! Very indie-early-console-esque
The game functions well! However, I don't feel like I have much to do in the game other than just placing a new turret/block every now and then..
Some design suggestions would be to engage the player a bit more. Even if you're only using a build mechanic, just giving the players different turret options that affect enemies differently or giving the enemy dynamic movement can help stimulate creativity on the player's end.
That said, the game seems to have been built well and the visuals are very pleasing to look at! As simple as they seem.
Great use of color shifting as a mechanic! Love the color scheme options as well, especially since I'm color blind!
At times, the shifting was only hard because my hand was trying to do too much at the same time.
My only suggestion, for what I was able to completed, is a simple accessibility functionality to allow both shift and ctrl keys to perform the color shift ability. Since you already allow both sides of the keyboard for movement, it would make sense. But also for those who are opposite handed and don't use WASD.
I'm glad you enjoyed the game! And thanks for the feedback. We really tried to figure out a way to make it more manageable when down to one lane, but couldn't seem to figure out a way that would help without taking away from the overall design. In the end, we tried to manage the settings so the player could potentially make their way out of a bad situation by simply getting better over time. We added the abilities afterwards and they seem to have ended up helping the situation, but we didn't get many play testers unfortunately..
Thank you very much for the feedback, especially about the pitchfork bug!
It will help me improve the level design for the post jam update.
- The UI seems to be fine for most people, would you mind sending a screenshot of what you've seen? It could also be a browser issue.
- The score is actually below the timer in white. The timer has a black rectangular background, but the score is just below it. (Admittedly, I should have made it a little more contrasting.)
- The trigger does seem to break after consecutive runs and I'm still unsure what causes it. However, it's simply triggered after reaching a specific point in the track.
- The coins, I agree, need to be more balanced. The initial design was to make the majority of the score dependent on the time, then the coins would determine the "tipping point" factor. Typically this is used to try and beat a previous score by trying different paths in the track. I was unable to get a decent balance between paths however...
I also made this with a possible multiplayer update in mind, so hopefully I can get this balanced enough :)
















