Thank you so much!! I'm trying to get better at explaining and tutorials. I know that's a hurdle with all the mechanics I put in the game. I'd love to know if there's anything you think should be part of the tutorial/intro part that I left out?
matchstick345
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Yeah. There's a 100% value drawings that the hints start to unlock. The goal is to find the rune that gets you 100% invincibility. Each cell has fixed value. I didn't want drawings to be valued randomly. The hints unlock which grid cells have how much value. You don't have to use them. I just didn't have time to test or balance difficulty so they're an optional feature to prevent the puzzle being too hard.
Thanks for the review! I'm glad you liked the game.
Nothing about it is terrible. The level where you have to get stuck on the spikes to get to the star was a bit annoying because the slime kept sliding and the timing was hard to get right. Nice challenge.
Oh, I would've done everything differently. I tend to overcomplicate things and create strange mechanics that I then have trouble explaining. This is much cleaner and more cohesive than what I might've made. I can come up with stuff I'd add to the game maybe but what it currently has is good and enough and well-executed.
My brain is flooded with loads of new mechanics for this now lol. I guess character responsiveness is one small thing I would improve. Just making the slime have a small reaction when something happens. It seems mostly passive iirc.




