It's fun, but becomes unwinnable if past certain stage any of the squares are in the top row :(
Maksu
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The trick is to use the increased turning of the non-malfunctioning direction to turn corners. You know, if there's a left turn and the left turning is malfunctioning, you start turning right until you face left, and can continue driving forward. I wanted it to be a bit of a risk/reward thing; do you fix your turning now and risk losing time and getting a malfunction at an inconvenient time, or continue driving but with only one direction available?
I do admit that the game may be a bit overly difficult, though. I didn't have time to test it properly lol.
There are instructions on the games' description that explains what the buttons do exactly. I admit that they should've been included in the game itself, but I unfortunately ran out of time. If I could've worked with the game longer, I would've also added unique names for coins and fixed the counter going below zero. Next time I'll start my game a bit earlier, so I can polish it for longer.
You're right about the font. I had time to pick a better one, but I just picked it because it was CC0 lol
(also you seemed to have posted the same comment twice)
It's hard to write much about this game, as there's only like 3 things I can do. I get that narrative games are as long as their content is, and that 2 days isn't a lot of time to make a game with lots of content, so I'll give you props for trying.
If you do update this to be something bigger, maybe something could happen if I go over the earth and suddenly smash into it, or if I crash into the earth first and then into the spaceship?
This game is almost impossible to beat without cheating! But the boss was fun, even when I was cheating. Because I couldn't shoot when I was hit, it was a fun challenge to bet the boss quickly. It wasn't about if I could do it or not, as I literally couldn't die, it was about how fast I could do it.
I found it annoying how I sometimes just couldn't move vertically and sideways to dodge enemies, but I think I can guess why this is; This is actually a vertically scrolling shooter, like Xevious, where the players movement is limited to a box. However, instead of having the view of the camera imply where the "box" is, the camera is attached to the player and the "box" is invisible. I suppose it's fine to remind everyone why designing the camera to show where the player can move has been a staple for 40 years now :p
I see, I thought I explained decently. Battles are basically like pulling straws. You get as many "straws" (aka chances to win) as you have mercenaries, and the enemy gets as many "straws" as they have mercenaries. So if you have 8 mercs and the enemy has 2 mercs, you have an 8 out of 10 chance to win.
English is not my first language, so I understand if I didn't explain it well enough. How should I have explained it in the game instead?
Aye, it's alright.
There wasn't a need for all those buttons for crouching or running, as there wasn't a situation where I needed to crouch and no situation where I would not want to run. The hit detection on the problems were quite small, and I would get a bit frustrated when it didn't register a hit, even though I pointed very close to it. Finally, not sure if the ending opens after some time has passed or if I fix enough things, because if it's on a timer, there's not much room to improve once you get to the end.
The "object slows down if you're close to it" thing is an intuitive, yet surprisingly versatile mechanic, and the first world shows it off well. The burgers did nothing when collected...and that's great! It's fun to collect things for the sake of collecting them, it doesn't have/need to be anything more than that. I also liked the title/end screen art. Overall, I did have fun with it.
If you are looking to improve it, here's my gripes with it: The second world is kinda lame, as the optimal play is to just wait until the walls turn off and the in-game visuals in general are kinda ugly.
Original idea, I give you that!
The music was fine, it fit the mood nicely. Not sure if I just didn't hear any sound effects or if there were any sound effects at all. As the game is about pushing buttons and sliders, it would've been great if there was some audio feedback when pressing, hovering or releasing buttons.
'T was alright, I liked the astethic, as it reminded me of Tinker Knight's stage from Shovel Knight, but I ragequit at the level where you have to use a gear to push a box into a button over a lava pond. Every time I tried the level, the box either got stuck on the scaffolding in a way where I had no other choice but to push it in lava, or it just fell in the lava! I knew what to do, I just couldn't get the game to do what I wanted :(
Wow, that last password really did piss me off! Those pesky symbols used their AOE attack while all my letters rushed in and they got wrecked. Making my password longer or adding capital letters just delays the inevetable, as symbols are simply more powerful than letters. I had to grind a while to get more sybols and letters.
If this isn't the best way to prove a point with gameplay, I don't know what is. Good job!














