An extremely polished experience, with a decent game play loop. I just like digging through dumpsters for discounts. Also the art style was really distinguishable.
Fruit-Punch
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Thanks for the feedback, I had a lot of fun design the sfx on this one. As for your mystery mechanic I believe you are describing the infamous "light button" a real last second add that broke a lot of stuff. The blue buttons are light and they have to be slimed in-order for the level to be completed. (they are also needlessly confusing and break the 5 level, if I had a time machine I would loop back in time an slap dev me for adding them)
I loved that there was voice acting in Loop Protocol, and the loop was well implemented. It took several tries for me to beat each level and everything was easy enough to figure out after multiple tries and beating the game was extremity satisfying. I didn't encounter any bugs or issues while playing either.
this games tutorial is amazing! in spite of how overwhelming all the mechanics were when used together, I can say that the tutorial helped me understand them far better. I like how boxes were duel functional and the music and SFX were very fun. Also portals make every game like 10x better!
I do wish there was a kill bind though as the snake can get stuck extremely easy. and having to move my mouse does bring me out of the experience just a tad (though I guess if I was using the included touchscreen controls, it would have been a non issue.)
Over all very impressive game for a crew of 5 and it's one of the best puzzle games I played today!
Thanks for the feedback, and I am glad you were still able to have fun in-spite of the buggy mess that was submitted this year. I had a lot of fun designing the SFX as I decided to go with onomatopoeia because nothing beats it's time efficiency to quality in my opinion.
as for your confusion on the jump, I probably should have added in some type of UI element to tell the player where they would land. As for how it works, the jump ability will normal move the player a full 2 spaces, but if the player is too close to a wall then it will only move them the 1 space instead. This was done because when testing I found that pressing space and not moving (due to being too close to a wall) was very unsatisfying and frustrating . The jump as only slimes the first and last tile landed on. Also doors and purple tiles can't be slimed and spike traps remove slime when activated.
Again thanks for giving my little buggy puzzle game a shot, and also there is a thing or two I could learn from your submission as well, mainly the implementation of a proper tutorial. Especially when the game in question has unorthodox or blatantly inconsistent controls and asymmetric game play systems.
Coded Chaos is like the Action RPG of the logic block puzzle game genera. as you the player can at any moment remove or add a code bock. Thus making the levels a lot more stress inducing than your average run of the mill logic puzzler, and I can say with full confidence that I had a lot of fun with this title.
















