Haha, very cute and the tunes were great! I tried to hide in a hole and really did get blocked in :)
Panda-K
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That was absolutely frantic and quite fun. I could see this working really well if you slowed it down a little and gave the player different bridge pieces (like a straight piece, corner, T-junction) so that you have to think about how to build a way forward while panicking. The gaps could have obstacles like rocks that you have to build around.
Ah, that makes sense. A score might have felt too game-y for what you were going for :)
I had another thought, maybe instead of the negative energy zipping past it should stay on the screen getting larger until it pops? It would give a bit more contrast between the negative thoughts that you dwell on and the happy moments that you sometimes fail to appreciate.
I had another play, and I'm not sure now what I thought was stiff? Maybe I wasn't using forward and back to speed up and slow down before. Could be that I just played too many jam games yesterday.
Playing again, I really like the balance between staying low to get points and staying high where it is a bit safer. Same with going fast to avoid the fire and going slow to avoid obstacles :)
This is a really cute idea, and I had fun trying to avoid the chaotic movement of the negative energy. After a while it lost its edge, though. Maybe making the game get progressively harder would give it a more arcade-y feel? The goal could be to get a highscore by surviving longer or destroying more negative energy.
It looks really nice, and has a fun puzzle type but the pacing felt a bit off. It was really tricky right from the start and I felt like my solutions were not intended? (But I couldn't figure out what was intended) The second screen was a little punishing, too, since you are sent all the way back to the start.
I really like the art and sound, and I was impressed you included two modes.
The puzzles were kinda cool, but felt a little loose after the first one. It seemed like I didn't have to worry about most of the obstacles.
Arcade mode mostly involved placing all of my critters really quickly? With enemies popping in and out all the time it was hard to come up with much strategy. Maybe having set obstacles from the start would make each level feel more intentional (you could consider sacrificing one type to let a breeding pair through, for example).
Overall, it was fun!
Short, but sweet! I really like the concept behind this one (which is pretty similar to what I ended up making). The convincing mechanic was fun, too.
I wish there was a little more strategy to which enemies you convince. It felt like each battle could have been a little puzzle, trying to figure out what order to recruit in. Maybe resetting your party before each level, so you have to choose between high attack or high defence?
Anyway, I had a good time :)