interesting point. there are some levels that only require the evil form so moving those earlier could make it more intuitive.
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The bigger soldiers kill the smaller soldiers you can make a bigger soldier on level 2 by using the terrain at the start which may not be obvious since its not shaped the same way. Il try adding longer music also.
Thanks for trying it out, this was kind of a first attempt at making a platformer game, I wanted to try new mechanics so Im gunna give it another shot in the near future. I have gotten a lot of feedback saying it could use more art and sound so im going to polish things up a lot more next time.
fun considering its so simple. I like that the story was kept in very few words. I like the pacman mouth to show whose bigger and the background parallaxing looks nice. there could be a better sense of scale though, the only reference right now is the sun which is off screen alot, even the moon grows along side the earth.
Pretty cool. Its nice that you can add and remove nucleuses without having diminishing returns so that you cant screw yourself but you can still screw yourself by trying to add one if you have < 5 energy.
the mechanic is cool but it would be a lot more interesting if there were different enemys to compliment it since it basically amounts to clicking on the closest ones and chaining that youre score is high, its deceptively easy that theres a lot of enemys because if there werent tones of enemys it would give the turrets more time to charge there shot and since theres so many they never have time. Also im working on a game with similar mechanics so just so you know i didn't steal the idea, a demo is already up from a while ago.
I like the recharging mechanic but I dont like that you recharge by moving since it makes the recharging pointless in most situations , I think it would be a cool idea to design around getting from recharge station a to recharge station b using only a certain limited amount of movement mechanics. The falling level was cool, I love it when you're able to change the game-play significantly while keeping the mechanics mostly similar.
Thanks! The goal with these games is to focus on mechanics i find interesting so they dont necessarily have to be hard, I have lots more time to practices with the mechanics than people playing so I dont know how hard they actually are so il probably make a few changes.
A couple people have sujested I make this for mobile, I may try doing that but ive never done anything for mobile so I would have to learn. The end goal with this is for it to be like one of those old grindy flash games where you try to get every upgrade in the game.