Hey! There are hints as well as a full walkthrough in the game description that should answer your question. Best, Lukas
LukasWho
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Restarting doesn't help unfortunately, also tried on different browsers. Can check later if there's some console output, though it doesn't seem like a crash. Basically my character is shot across the screen once I start talking and after the dialogue ends, the room behind the lobby is visible, but I can't seem to do anything. Would love to help more, but I'm not sure if there's anything else I can do.
This is an interesting concept for a strategy game. I did not understand if battle was deterministic or somehow based on weird physics interactions? Wish I didn't always have to click the tower to start a new loop and generally the game feels a bit slow to control. Seems like the best strategy is to slowly build your army at the start before going to a town, which doesn't seem like the most interesting strategy? Could definitely see this turning into a fun game with a little more work, though, so good job!
Huh, this seems neat, but I gotta be honest, I didn't get it at all :D Took me a while to realize that the display on the left was a knotting machine and even after that, while I did realize that I needed to balance numbers, I didn't really understand how the system worked (I suppose it's something base-4-y, but then there's also this thing with the empty knots and stuff, so maybe it's just math beyond my understanding). I guess this is a discovery game so I wouldn't be too on the nose with tutorials, but I'd still like some better player guidance. Maybe have some more examples of working setups that players can use to derive rules from? Apart from that, this seems interesting, and the cat is very cute!
I really like the concept, this just needs a little more work to be fun to play:
- First and foremost, the transitions just feel way too long to me. I literally can't do anything for 5 seconds or so and just watch white text appear on a black screen. I'd love to be able to skip that.
- Second, I got softlocked by having the drums available but not using them immediately.
- Dealing with the bureau felt more like busywork than an actual puzzle.
Still, overall, I think this could go somewhere! Having actions influence the future and knowledge influence the past is a cool idea. Well done!
Thank you! Yeah, I can see the newspaper one being a bit divisive, though we intentionally wanted all the games to be mouse-only and this one in particular to be more focused on pattern recognition than on pure speed. But yeah, with 9 mini-games, there's bound to be some that people like more and some that people like less.
Cute idea and some pretty interesting puzzles! Definitely needs some UX work. Couldn't figure out a way to restart a level without opening the menu and having to use my mouse to close textboxes in an otherwise keyboard-only game feels unnecessary.
Might be interesting to take this idea even further by manipulating your spawn point and/or by limiting your ability to restart?
I do love me some game of life! As usual, though, I find it very hard to reason about game of life in a way that doesn't rely on trial-and-error, though that might just be my limited understanding of the game. I also feel like figuring out what colors do on such a limited grid with such a big possibility space for the rules might be a bit much to ask of a new player; maybe at least reducing the possibility space a bit by laying some ground rules for the game may help? Still, a pretty cool idea, thanks for sharing!
Cool concept! Gotta be honest, was very overwhelmed with the systems though, maybe introducing them one after the other might help to ease in new players? I also couldn't really tell if the things I did had a large impact on the playing field, maybe some indication for weaknesses might help with that? I like that the soundtrack was adjusted depending on what combination you chose. Overall, I think this is a really cool idea that could lead a little more guidance for new players.
Pretty cute, loved Zuma Deluxe as a kid. Level 3 seemed like a pretty big difficulty spike? Both girlfriend and I breezed through the first two levels and then got absolutely destroyed. Wouldn't mind base throwing speed to be a little higher. Overall, we definitely enjoyed our time with this game, though :)
Solid little puzzler, didn't play it to the end, but got a good idea of how it works and had good fun with it. The two main pieces of feedback I have are
- You should probably get to the point sooner. I think one "fill in the blanks" level would be plenty enough for the game. Its strength lies within the fact that you sometimes don't want to put the obvious piece in. I also think the rules description is a little unclear, didn't realize a "stray connection" only included those that had voltage applied (though it does make sense.
- I think the control scheme really needs some work. I want to be able to drag the pieces directly out of my toolbox and onto the board, not click them once to spawn and then click them again to drag. To me, right-clicking to rotate would have been much more intuitive and maybe adding a bin or something where you can drag pieces to to delete them. Would also be nice to be able to swap two pieces without having to delete one of them.
Apart from that, I quite enjoyed the game and some of the puzzles were very cleverly designed, well done!


















