Hm, and now I'm getting issues: I cannot pick a bonus on 800 meters. I've even downloaded Linux version (twice) to test on two different computers and as soon as I get the menu the game stops responding to arrows. Sorry, I don't know how. Only once in four times I was able to pick it without the bug. I guess I started doing something wrong.
phocatech
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I get this feeling that I've robbed you all of some good time because of the lack of music. Sorry (ㅠ﹏ㅠ)
As for the tutorial, I'll try to add some. I just thought that most jam people would already know it the moment they see it. Also the menu layout shows the basic logic with all the pieces. Not obvious, but it's there!
Sorry, I'm bad. Tried with the keyboard, could not understand a thing. Got the controller, understood the idea. Several minutes of training and I finally climbed the left wall, which seemed easier to go. A-a-a-nd it went to the pit. Ok, by bad, we usually go to the right in this type of games. Got over the right obstacle and fell into the other pit. Nice rage game, could recommend.
Not sure it's useful, but I was thinking of a stage it'd like to play: you're in a giant cave and try to get through it by jumping from one bulge to the other. It's dark and you only see your close surroundings and pale lights around. So you have to take long and risky jumps into the darkness to try reach these other shelves and progress through the cave. I think your visuals could make it a very cool moment.
I loved it! Some ideas to fix and elevate the fun:
1. Countdown on level start. It would help the player with initial mouse placement.
2. Adjust the collision boxes for the tiles and the bee a bit. The easiest would probably be to make bee a circle and cut the corners on the tiles that stick out. This would make for a smoother movement. Just don't make it too easy though!
3. Buzzing and other noises. Just take the mic and do it! The game would be hilarious. A cappella OST would be glorious.
4. Make sprites for the dead bee (sounds weird -_-) and put them on the level on death. This would make for a nice overview of progress.
5. And more obstacles would obviously make it even more interesting.
The idea is fun, but currently it's hard to enjoy the game without understanding the needed timing. More of a "me" thing, but the control scheme is strange and I wish it was adjustable. I'm actually fine with the Space, but I'd prefer the A/S/D+Space for the Hitbox layout.
And the default volume is a bit too loud in my humble opinion.
I liked the speed and turn, but the jump felt a bit weird. Maybe heavy? Not sure. Other than that the movement was good. Sadly, I got lost and never understood where to go after coming close to the black mountain. Is it the end or am I missing something? Also, it's very difficult to see at times. Maybe it's possible to give the character some directional light?
Sometimes I would just put too much stuff and understand, that it was the wrong way to go. So clicking every tile to remove the pieces and restore rotation is not fun. I would go to the level select and get back into the puzzle to get the original layout and start again. The button for this would have been great.
The game is quite fun.
I think you should telegraph the idea of not needing a plant for each column/row much clearer. For me that's what defines sudoku and you use it as a reference.
And I really think this could make a good mobile game. You layout already suggest that, and I think changing the roguelite elements for some daily progress and rewards might work even better.
Thanks for the kind words! Believe it or not, I was planning to make an ambient track for it, but ran out of steam because of some coding and life issues.
What comes to the bug you've mentioned... That only occurs on web build and I've managed to notice it after setting up the web version. It was an easy fix, just two lines of code. Problem is, I fixed it for the Back button, but not for the New. It hurts (ㅠ﹏ㅠ)
I'll push the fix after the voting period ends. As for now, one can either get back to menu and start a game from there or just don't rush and wait for several seconds after the animation stops before pressing it.
Glad you liked the navigation, I did put some thought into it! But my only tester told me she's only going to use mouse -_-
As for the level system it's an interesting idea. On the one hand, that's a fun thing to track your progress and get some sense of pride and accomplishment [sic], one the other I'm terrified to know how much time I've spent on, say, Simon Tatham's puzzle collection. But I think it might be worth it if paired with either a hardcore trackers — number of turns to complete, relation to the God number, time to solve — or recreational ones, like gallery of solved puzzles or cosmetic rewards.
Thank you for you message!
We'd like to help you bring the games to the PortMaster. But they would probably require some patching, especially Fox Post. And sadly we do not have the hardware at the moment to do the tests.
So if you are ready to help us with testing and distribution, please let us know how we can get in touch with you. I think I found you on reddit under the same name, would it be okay to message you there?
Thank you for giving the game a chance!
I know that it would greatly benefit from a tutorial, but I was out of time. The most important thing that you seem to not be doing enough is tricking enemies into coming from the side there you have a weapon. That would not only save you from the damage, but give you some energy for killing them.
With the newfound energy it would be much easier to explore, notice the generational patterns for things and adapt.



