This is a silly, nutty thing, and I really like it for being that.
NTGuardian
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I thought it was really neat. Clearly you played Hotline Miami, as this is very much Hotline Miami. I never used the time reversal mechanic and had no desire to, because it did not make sense to me why I would want to do that. I think you need levels that train the player on why that mechanic is useful. But even just playing it like it's Hotline Miami is fun.
Interesting platformer, seems rather thematic, unfortunately I cannot get past even the first level. The controls do not work in any way I expect them too and thus I find it difficult to control. For example, when I jump, I'm surprised that I have full control of the character in the air, and so I just end up failing those jumps every time and can barely jump onto a moving platform. I'm constantly dying.
I think I played for about 10 minutes and got 2 bags in total. That first puzzle was too hard for me and so I gave up. I'd recommend throwing a lower ball (hah!) for the first puzzles.
It was very pretty and I've played marble games before so I was hoping that it would work out, but eventually I got too frustrated.
The artwork is nice, the sound is good and the controls pleasant, but eventually the game reaches an uninteresting equilibrium. After jumping over a few portals, I'm not really sure why I'm still playing. In particular, I can try to decelerate (which it seems that there's a minimum speed for the ball) and skip over everything I see without any real challenge, and I think I could probably do this indefinitely.
I can't say that I got to see much of the upgrades system as the game felt very lethal. I would get two upgrades--I think health and damage, since the game was so lethal--then I'd get past that level only to not really have any points for the next level. Additionally I HAD to buy health, because otherwise I'd just die on the next level. So there just was not much to buy.
Retreat/wait/continue seems interesting at an intellectual level but when playing it, I don't think I like it all that much. Part of the fun of a roguelike is exploring the level. This system means you can't explore, you just go forward or backward or stay in the same place. It also took some getting used to. So that's another area where it feels like the decision space is constrained.
Yay hex grid, Linux support, and pretty art.
Sadly, I don't get the point of the game. What am I trying to do? And sadly I don't feel like I'm facing a particularly interesting challenge. (Someone might say the same about my game though.) You do have something that could be expanded on, but there's not much here.
This is a good game. I don't think it's a Roguelike game and thus I don't think it fits the theme. But "winning" a game jam is not at all important, and making a good game is more important. There's things you could do with graphics to make it more visually appealing, and I think you know this. Also, "reach the goal" is not really a challenge because I can eventually accumulate money to complete the mission, and I have no uncertainty about this (though maybe you're looking for a more relaxed experience anyway). But add another restraint, such as a timer to complete a mission, and this is a great prototype you could expand on.
I love the theme. But while the mechanical idea is interesting, I can't say I like the execution. I do not know how you could win this game and my decision space is so limited that I don't have much incentive to retry. After I lost I was pretty sure there was nothing I could have done better and I had no really interesting decision space to explore. I do like the art, though.







