nice game, I got to level 9, but level 9 was too difficult for me. The art is great, and it has a very distinct, fitting style. If there just were some sound effects and music, it would add a lot.
PhilXD
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Neat game, Very interesting idea. I would love to have a bookmark, or if it just remembered the page I had last open. Also, there is an issue when multiple things overlap. For me, I had the book on top of the counting device, and then it moved both, and also still registered the button press on submit. So for one, it'd be good if things had an order, and it only moved the thing on top, and second, it'd be good if the counter's button presses only register if you press, and don't hold.
The characters designs are great, and the voice adds such a comedic element, I like it. Nice game.
Fun game, I'm not good at it. There are so many minigames, and they are all easily understandable. The music and sounds fit very well, and the art is also well done. Only improvement I could think of, if you fail a module, that it doesn't just say module failure, but what you did wrong, aka what you should do on that module. So if someone doesn't understand a module, they can see it in game instead of on the itchio page.
Truly amazing. I never saw a game quite with that kind of mechanics. The puzzles get progressively more challenging, and the final one was a good final puzzle. The ticking sound when it rewinds does get a bit annoying after a while, and rewinding can take quite a while for longer lasting flames. So it would have been nice if rewinding either sped up with time, or pressing R a second time made it rewind faster.
It was a lot of fun.
Is there any reason that the sprint toggle exists? I only used sprint all the time.
Your primary keys are WASD, Shift and Space. Why use enter for switching levels if Space would have done the job just fine.
Wall jumps only work on right walls for some reason.
There is a bug when I press esc for pause, and resume, then the countdown stops counting down your jumps, and the things that should be black in darkness are all clearly visible.
The switch between counting down jumps and counting down teleports could have been made more clear by changing the design of the countdown.
Also, Pressing R for quick restart would have been nice.
That said, you do have fitting sound effects, and the art works for the game. The movement is generally fine, though wall jumping needs some work, and I don't like that sprint defaults to off.
For future projects, you can also get those 8bit kind of sounds from tools like BFXR/JFXR/jsfxr. The menus look nice
when you show the tutorial box, don't use a different button then the one you use for menu navigation, it was mostly annoying to switch between mouse button and spacebar there. In the training sets themselves, even with all upgrades, the last one would take ages to complete. It also never felt like I was working towards anything, The number was going up, but it wasn't like there was any point to that.
Sound and music are good.
Nice game, could really use some more synergies. It looks so clean, and the sounds are good. It took be a bit under 20 minutes, unfortunately, I only got leftmost 0 right at the start, and toward the end stuff like all digits the same, where if that was the case I had already won. So it's mostly missing some balancing and synergies. Fun Game!!
I think you should ease the player in a bit more, it was day 2 or 3 until I knew what I was actually doing, despite that I got the good ending on my first try. A small introduction that slowly introduces you to the different mechanics would be appreciated. Otherwise, it was a neat idea, but the decisions didn't really feel like they had a lot of impact, I was pressing button, and some teammates lost health, but it never felt like that my actions directly influenced it, it might just be a lack of feedback of anything happening.
Great puzzle game. The introduction levels were good, it was easy to understand what each puzzle element does. chapter 3 level 8 was getting pretty tricky, but then level 9 was mostly confusing, because I only needed that one antibomb to solve it. The final chapter was pretty obvious again, and for some reason, when I pressed exit, the game crashed.
There were so many mechanics, and it was so polished, unbelievable that it was made in just 4 days. I had a lot of fun,
Nice game, I quickly remembered all the modules as they appeared, so I speeded through the things, especially since the conditions for something being turned on still works if it's not there, so I always just set it to that setting, and don't think about it. There is a bug I think, with the improved booster it seemed to only accept it with the first switch on, even though there was no antenna.
Also it's called screen vfx, not sfx. Sfx is sound effects, vfx is visual effects.
In the end I played through 25 days and ended with 1580 seconds left. Fun game.
Looks good, I'm constantly getting lost when trying to follow the signs, it's sometimes a bit difficult to see what direction they exactly point to, and sometimes it just feels like they lead nowhere. I wasn't able to solve it, but it had a great atmosphere, very mysterious. And I like the magnifying glass mechanic
The art is great. It's a neat idea, but there is a lot of room for improvement. The elevator itself looks fine, the big glowing wall on the left feels a bit weird to me. Some stepping sounds with reverb, and for the dialog text would have helped. And for the text, you could use either rich text or some other formatting, for a better representation of the tone of speech and stuff by using different fonts, sizes, and things like that.
Also, if you plan on making more games with dialog, it might be worth spending some time making a good dialog system, with variable speed for the text being written, dynamic formatting, and sound effects. Optimally packaged in a plugin, so you can easily reuse it in other projects.
The "Press 'E' to Talk" text not being aligned to the character, but some place on the ground behind them was a bit weird.
And for some reason I got a bluescreen when first starting the game, but I don't think it's the game's issue, I bet windows was doing some weird stuff in the background
Neat arcade shooter. I would have liked if at least for when they disappear, they had a short animation instead of just instantly being gone. Also, some more variation in enemy behavior would be a nice addition, if you plan on making a post jam update, like one that walks sideways before attacking or something like that. Music and sound were good. Also, you should reimport your textures with the 2D pixels preset, it doesn't look good with this blurring, otherwise the graphics are nice.
Something might be broken about the ending. I went to all five locations, I think, and for me the last messages were
She’d be… Erm… Better not to think about this too much. Been so long, it’s nobody’s fault, right?... Right?!
And then there just were no more options to pick from, which doesn't feel like an ending.
Nice story though, and a nice touch with the images showing. I think some sound effects in certain text parts could have added a lot to the atmosphere. And clicking to progress text just worked in the black box at the bottom, I think it should work when you press anywhere on the page.
I got a total of $927, I did buy every single upgrade. It's pretty overwhelming if you try to make use of all the different lights, sound effects and stuff, but it's also a lot of fun to try. For some reason the lights don't seem to work in firefox web builds, on chrome it works fine. Art stile and audio were amazing. Great game!
I feel like I'm missing something. I can open popups to make them stay a bit longer, but it doesn't always work, then there are the sound effects, but those also only sometimes have an effect. The playlist only helps when they didn't leave before it reaches the next ad, and if all viewers are gone, then you are stuck waiting for it to finish. Generally there is just so much waiting. I would have appreciated a volume slider. The art style was great, and narration was good.
It might just not be my type of game.
I don't really like sokoban type games, especially when it's about moving in tight spaces. But it's still a good game. I didn't get through level 6, and after level 9, I lost motivation to keep going. The QOL undo is very nice, and the game itself is pretty polished. I miss some sound effect when you walk or push a pipe.
Nice game, even if it's not for me.
Amazing game, great idea. Level 6 was the most difficult imo, most paths I found left one greenware tile. Sound design is great, but tile selection and movement are too close to one another, I often moved a tile when I wanted to select one. It would also have been nice if there was a hotkey for restarting like pressing 'R', or an undo function, if you accidentally move a tile in a way you didn't want.
I had a lot of fun
Fun Idea, but I wish there was some feedback on the time you have left. I have to admit that I didn't read the description, so I was very confused when I first randomly died. I did eventually figure it was just time based, but there should be some sort of indication, even if it's just a ticking sound starting in the final seconds
The game is good. I'm really bad at it, but it's really good. I started mapping out the place, saw that it was getting closer, ran away, got lost, turned on some faucet, found the note again so got back to an area that I had mapped out, and then got lost again. Definitely not for me, but it's well done
Thanks. I did so many tests to make sure having a constant value for the Y component wouldn't be enough, but I guess it was still barely possible. If you are curious, at the end of level 3, there is a piece of paper on a chair. On it there is the solution to the last puzzle.
The cable component doesn't do wrapping as far as I know. I used static mesh instances. Small cylinders that don't have a top or bottom face, with spheres at the ends of the cylinders (each point where the cable was bending). Then some custom wrapping logic in c++, using a trace from the player to the last cable point for checking if there is a wall to wrap around, and a very geometrical solution for unwrapping, which is difficult to explain in words.
The only wrapping/unwrapping stuff I found online was for 2D, but I wanted it to work with any edge cases in 3D that the 2D method may not account for, so I didn't even look into that, and just decided to come up with my own solution. And I think it works fine.
Clean aesthetic, great sound design. On ultrawide screens the character isn't centered, but to the left. Music would have been nice. The hole below that one attach point after the elevator platform in the last level is a softlock if you fall in. The ability to pull cubes would be great, because it's difficult to get them out of corners.
The puzzles are fantastic, fairly easy, but I play a lot of puzzle games, so it's probably a good difficulty.
Great puzzle design and mechanic. Love the game, I had a lot of fun
























