Finished it, nice little game :) I didn't get all 3 arrows immediately, but the level did loop around so I was able to go back and find the rest -- that was well thought out. I ended the game with 1 spare key and 1 unopened door, so I suppose there's still this puzzle left... :thinking:
The level transitions are a bit problematic, sometimes the camera gets stuck on the wrong room which can cause a deadlock (luckily I was able to die and respawn the one time it happened).
omdogames
Creator of
Recent community posts
I like it, but unfortunately, I seem to get stuck on the 3rd screen (the one with two rows of blocks). Issue is, in my browser quite a big portion of the screen is not visible (about 5 blocks), so even though I solve the puzzle I have no idea where I am supposed to go next. I'll experiment a bit with scaling / resolution to see if it helps.
The hammer is a bit slow for my tastes, it would've been perfectly fine if just clicking did the hammer thing. (I haven't noticed any difference in hammer power based on how long I hold the mouse button down)
edit: zooming out and then going fullscreen helps
edit 2: sadly I got stuck on a black screen (the physics still work, it's just that I see nothing). It was in the room with a corkscrew in a pit, where you have to use the corkscrew to jump high. (I did get past it but moving between levels too much caused the blackness)
But if this gets fixed I'm happy to play again :)
Very interesting concept. I myself have a heavy preference for games that do not explain themselves explicitly, but let the player explore the game world on their own; the first five minutes were perfect from this perspective. (But then I did find the book with the instructions, and that the objective was pretty explicitly spelled out.)
I would've loved for the game to go in a direction where "what is wrong with the cake" is very much unknown (i.e. it's not one of N known possible issues). E.g. "does it float in water"? without explicitly spelling out that a bucket of water can be used for experimenting. Well, I like that as an idea at least, not sure if it would make a good game :D
Jail time is great -- it's one of those elements where it steps out of the game and makes it feel more alive. Though I suppose it would get pretty old quickly, so a way to skip would be good. Or perhaps there was a gameplay reason to have that jail there, well I haven't figured that one out yet :D
Really interesting, the mechanics of the game allow for quite a few wacky strategies to consider:
- drop the smiley crates before they are freed, so that the smileys do not join the enemy forces
- drop the early crates in (regardless of content) in a way to block the enemy forces
- perhaps bait the enemy forces to jump out of the map? (I managed to do it in isolated instance, but doing this consistently would be pretty difficult)
- ...?
I'm not sure if i'm just a bad player, but dodging the attacks (especially early, when there are no obstacles in the gmae) seems impossible. Hence the wacky strats I came up with :)
It would also be cool to have a way to extend the game duration somehow. Under such conditions, it would be interesting to see if there is a strategy perpetually extends the game duration and farms infinite score. (E.g. I suppose if the level becomes cluttered, the enemy forces have a harder job)
glad you liked this little thing :D
Regarding the glitch, if you could give more information that would be great (I'll perhaps work on it a bit later, because there's a lot of features I planned that didn't make it in time). I'm picturing something like, it split into two that were side-by-side on 1 cell and followed each other everywhere?
Hello, I have a question regarding the rules. Is it allowed to have people outside of the team test the game? (Or, in other words, if someone were to be mainly a tester, do they have to be part of the "team"? Do they have to have an account and register in order for them testing the game be allowed?)
